2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_LOD 0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
55 unsigned int coord_size
;
56 unsigned int resinfo_size
;
57 const char *type_part
;
59 resource_type_info
[] =
61 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
62 {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
63 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
64 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
65 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
66 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
67 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
68 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
69 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
70 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
71 {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
86 struct glsl_sample_function
88 struct wined3d_string_buffer
*name
;
89 unsigned int coord_mask
;
90 unsigned int deriv_mask
;
91 enum wined3d_data_type data_type
;
92 BOOL output_single_component
;
93 unsigned int offset_size
;
98 HEAP_NODE_TRAVERSE_LEFT
,
99 HEAP_NODE_TRAVERSE_RIGHT
,
103 struct constant_entry
106 unsigned int version
;
111 struct constant_entry
*entries
;
113 unsigned int *positions
;
117 /* GLSL shader private data */
118 struct shader_glsl_priv
120 struct wined3d_string_buffer shader_buffer
;
121 struct wined3d_string_buffer_list string_buffers
;
122 struct wine_rb_tree program_lookup
;
123 struct constant_heap vconst_heap
;
124 struct constant_heap pconst_heap
;
125 unsigned char *stack
;
126 UINT next_constant_version
;
128 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
129 const struct fragment_pipeline
*fragment_pipe
;
130 struct wine_rb_tree ffp_vertex_shaders
;
131 struct wine_rb_tree ffp_fragment_shaders
;
132 BOOL ffp_proj_control
;
133 BOOL legacy_lighting
;
136 struct glsl_vs_program
138 struct list shader_entry
;
140 GLenum vertex_color_clamp
;
141 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
142 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
143 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
144 GLint pos_fixup_location
;
146 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
147 GLint projection_matrix_location
;
148 GLint normal_matrix_location
;
149 GLint texture_matrix_location
[MAX_TEXTURES
];
150 GLint material_ambient_location
;
151 GLint material_diffuse_location
;
152 GLint material_specular_location
;
153 GLint material_emissive_location
;
154 GLint material_shininess_location
;
155 GLint light_ambient_location
;
170 } light_location
[MAX_ACTIVE_LIGHTS
];
171 GLint pointsize_location
;
172 GLint pointsize_min_location
;
173 GLint pointsize_max_location
;
174 GLint pointsize_c_att_location
;
175 GLint pointsize_l_att_location
;
176 GLint pointsize_q_att_location
;
177 GLint clip_planes_location
;
180 struct glsl_hs_program
182 struct list shader_entry
;
186 struct glsl_ds_program
188 struct list shader_entry
;
191 GLint pos_fixup_location
;
194 struct glsl_gs_program
196 struct list shader_entry
;
199 GLint pos_fixup_location
;
202 struct glsl_ps_program
204 struct list shader_entry
;
206 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
207 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
208 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
209 GLint bumpenv_mat_location
[MAX_TEXTURES
];
210 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
211 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
212 GLint tss_constant_location
[MAX_TEXTURES
];
213 GLint tex_factor_location
;
214 GLint specular_enable_location
;
215 GLint fog_color_location
;
216 GLint fog_density_location
;
217 GLint fog_end_location
;
218 GLint fog_scale_location
;
219 GLint alpha_test_ref_location
;
220 GLint ycorrection_location
;
221 GLint np2_fixup_location
;
222 GLint color_key_location
;
223 const struct ps_np2fixup_info
*np2_fixup_info
;
226 struct glsl_cs_program
228 struct list shader_entry
;
232 /* Struct to maintain data about a linked GLSL program */
233 struct glsl_shader_prog_link
235 struct wine_rb_entry program_lookup_entry
;
236 struct glsl_vs_program vs
;
237 struct glsl_hs_program hs
;
238 struct glsl_ds_program ds
;
239 struct glsl_gs_program gs
;
240 struct glsl_ps_program ps
;
241 struct glsl_cs_program cs
;
243 DWORD constant_update_mask
;
244 unsigned int constant_version
;
245 DWORD shader_controlled_clip_distances
: 1;
246 DWORD clip_distance_mask
: 8; /* MAX_CLIP_DISTANCES, 8 */
250 struct glsl_program_key
260 struct shader_glsl_ctx_priv
{
261 const struct vs_compile_args
*cur_vs_args
;
262 const struct ds_compile_args
*cur_ds_args
;
263 const struct ps_compile_args
*cur_ps_args
;
264 struct ps_np2fixup_info
*cur_np2fixup_info
;
265 struct wined3d_string_buffer_list
*string_buffers
;
268 struct glsl_context_data
270 struct glsl_shader_prog_link
*glsl_program
;
271 GLenum vertex_color_clamp
;
272 BOOL rasterization_disabled
;
275 struct glsl_ps_compiled_shader
277 struct ps_compile_args args
;
278 struct ps_np2fixup_info np2fixup
;
282 struct glsl_vs_compiled_shader
284 struct vs_compile_args args
;
288 struct glsl_hs_compiled_shader
293 struct glsl_ds_compiled_shader
295 struct ds_compile_args args
;
299 struct glsl_gs_compiled_shader
301 struct gs_compile_args args
;
305 struct glsl_cs_compiled_shader
310 struct glsl_shader_private
314 struct glsl_vs_compiled_shader
*vs
;
315 struct glsl_hs_compiled_shader
*hs
;
316 struct glsl_ds_compiled_shader
*ds
;
317 struct glsl_gs_compiled_shader
*gs
;
318 struct glsl_ps_compiled_shader
*ps
;
319 struct glsl_cs_compiled_shader
*cs
;
321 unsigned int num_gl_shaders
, shader_array_size
;
324 struct glsl_ffp_vertex_shader
326 struct wined3d_ffp_vs_desc desc
;
328 struct list linked_programs
;
331 struct glsl_ffp_fragment_shader
333 struct ffp_frag_desc entry
;
335 struct list linked_programs
;
338 struct glsl_ffp_destroy_ctx
340 struct shader_glsl_priv
*priv
;
341 const struct wined3d_gl_info
*gl_info
;
344 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
346 static const char *debug_gl_shader_type(GLenum type
)
350 #define WINED3D_TO_STR(u) case u: return #u
351 WINED3D_TO_STR(GL_VERTEX_SHADER
);
352 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
353 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
354 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
355 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
356 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
357 #undef WINED3D_TO_STR
359 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
363 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
367 case WINED3D_SHADER_TYPE_VERTEX
:
370 case WINED3D_SHADER_TYPE_HULL
:
373 case WINED3D_SHADER_TYPE_DOMAIN
:
376 case WINED3D_SHADER_TYPE_GEOMETRY
:
379 case WINED3D_SHADER_TYPE_PIXEL
:
382 case WINED3D_SHADER_TYPE_COMPUTE
:
386 FIXME("Unhandled shader type %#x.\n", type
);
391 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
)
393 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 40))
395 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50))
397 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30))
403 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
404 const struct wined3d_gl_info
*gl_info
)
406 shader_addline(buffer
, "#version %u\n", shader_glsl_get_version(gl_info
));
409 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
413 wined3d_ftoa(values
[0], str
[0]);
414 wined3d_ftoa(values
[1], str
[1]);
415 wined3d_ftoa(values
[2], str
[2]);
416 wined3d_ftoa(values
[3], str
[3]);
417 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
420 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
421 const int *values
, unsigned int size
)
425 if (!size
|| size
> 4)
427 ERR("Invalid vector size %u.\n", size
);
432 shader_addline(buffer
, "ivec%u(", size
);
434 for (i
= 0; i
< size
; ++i
)
435 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
438 shader_addline(buffer
, ")");
441 static const char *get_info_log_line(const char **ptr
)
446 if (!(q
= strstr(p
, "\n")))
448 if (!*p
) return NULL
;
457 /* Context activation is done by the caller. */
458 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
463 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
467 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
469 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
471 /* A size of 1 is just a null-terminated string, so the log should be bigger than
472 * that if there are errors. */
475 const char *ptr
, *line
;
477 log
= heap_alloc(length
);
478 /* The info log is supposed to be zero-terminated, but at least some
479 * versions of fglrx don't terminate the string properly. The reported
480 * length does include the terminator, so explicitly set it to zero
484 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
486 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
489 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
491 WARN("Info log received from GLSL shader #%u:\n", id
);
492 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
496 FIXME("Info log received from GLSL shader #%u:\n", id
);
497 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
503 /* Context activation is done by the caller. */
504 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
506 const char *ptr
, *line
;
508 TRACE("Compiling shader object %u.\n", shader
);
510 if (TRACE_ON(d3d_shader
))
513 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
516 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
517 checkGLcall("glShaderSource");
518 GL_EXTCALL(glCompileShader(shader
));
519 checkGLcall("glCompileShader");
520 print_glsl_info_log(gl_info
, shader
, FALSE
);
523 /* Context activation is done by the caller. */
524 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
526 GLint i
, shader_count
, source_size
= -1;
530 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
531 if (!(shaders
= heap_calloc(shader_count
, sizeof(*shaders
))))
533 ERR("Failed to allocate shader array memory.\n");
537 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
538 for (i
= 0; i
< shader_count
; ++i
)
540 const char *ptr
, *line
;
543 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
545 if (source_size
< tmp
)
549 if (!(source
= heap_alloc_zero(tmp
)))
551 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
558 FIXME("Shader %u:\n", shaders
[i
]);
559 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
560 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
561 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
562 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
566 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
567 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
575 /* Context activation is done by the caller. */
576 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
580 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
583 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
586 FIXME("Program %u link status invalid.\n", program
);
587 shader_glsl_dump_program_source(gl_info
, program
);
590 print_glsl_info_log(gl_info
, program
, TRUE
);
593 static BOOL
shader_glsl_use_layout_qualifier(const struct wined3d_gl_info
*gl_info
)
595 /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
596 * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
598 return shader_glsl_get_version(gl_info
) >= 140;
601 static BOOL
shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info
*gl_info
)
603 return gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
] && shader_glsl_use_layout_qualifier(gl_info
);
606 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
607 struct shader_glsl_priv
*priv
, GLuint program_id
,
608 const struct wined3d_shader_reg_maps
*reg_maps
)
610 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
611 struct wined3d_string_buffer
*name
;
612 unsigned int i
, base
, count
;
615 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
618 name
= string_buffer_get(&priv
->string_buffers
);
619 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
620 for (i
= 0; i
< count
; ++i
)
622 if (!reg_maps
->cb_sizes
[i
])
625 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
626 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
627 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
629 checkGLcall("glUniformBlockBinding");
630 string_buffer_release(&priv
->string_buffers
, name
);
633 /* Context activation is done by the caller. */
634 static void shader_glsl_load_samplers_range(const struct wined3d_gl_info
*gl_info
,
635 struct shader_glsl_priv
*priv
, GLuint program_id
, const char *prefix
,
636 unsigned int base
, unsigned int count
, const DWORD
*tex_unit_map
)
638 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
639 unsigned int i
, mapped_unit
;
642 for (i
= 0; i
< count
; ++i
)
644 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
645 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
649 mapped_unit
= tex_unit_map
? tex_unit_map
[base
+ i
] : base
+ i
;
650 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
652 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
656 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
657 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
659 checkGLcall("Load sampler bindings");
660 string_buffer_release(&priv
->string_buffers
, sampler_name
);
663 static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context
*context
,
664 const struct wined3d_shader_version
*shader_version
, unsigned int sampler_idx
)
666 const DWORD
*tex_unit_map
;
667 unsigned int base
, count
;
669 tex_unit_map
= context_get_tex_unit_mapping(context
, shader_version
, &base
, &count
);
670 if (sampler_idx
>= count
)
671 return WINED3D_UNMAPPED_STAGE
;
673 return base
+ sampler_idx
;
674 return tex_unit_map
[base
+ sampler_idx
];
677 static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer
*buffer
,
678 const struct wined3d_context
*context
, const struct wined3d_shader_version
*shader_version
,
679 unsigned int sampler_idx
)
681 unsigned int mapped_unit
= shader_glsl_map_tex_unit(context
, shader_version
, sampler_idx
);
682 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
)
683 shader_addline(buffer
, "layout(binding = %u)\n", mapped_unit
);
685 ERR("Unmapped sampler %u.\n", sampler_idx
);
688 /* Context activation is done by the caller. */
689 static void shader_glsl_load_samplers(const struct wined3d_context
*context
,
690 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
692 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
693 const struct wined3d_shader_version
*shader_version
;
694 const DWORD
*tex_unit_map
;
695 unsigned int base
, count
;
698 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
701 shader_version
= reg_maps
? ®_maps
->shader_version
: NULL
;
702 prefix
= shader_glsl_get_prefix(shader_version
? shader_version
->type
: WINED3D_SHADER_TYPE_PIXEL
);
703 tex_unit_map
= context_get_tex_unit_mapping(context
, shader_version
, &base
, &count
);
704 shader_glsl_load_samplers_range(gl_info
, priv
, program_id
, prefix
, base
, count
, tex_unit_map
);
707 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
708 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
710 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
714 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
715 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
718 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
719 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
720 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
721 checkGLcall("Load immediate constant buffer");
723 string_buffer_release(&priv
->string_buffers
, icb_name
);
727 /* Context activation is done by the caller. */
728 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
729 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
731 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
732 struct wined3d_string_buffer
*name
;
736 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
739 name
= string_buffer_get(&priv
->string_buffers
);
740 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
742 if (!reg_maps
->uav_resource_info
[i
].type
)
745 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
746 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
750 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
751 GL_EXTCALL(glUniform1i(location
, i
));
753 checkGLcall("Load image bindings");
754 string_buffer_release(&priv
->string_buffers
, name
);
757 /* Context activation is done by the caller. */
758 static void shader_glsl_load_program_resources(const struct wined3d_context
*context
,
759 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
761 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
763 shader_glsl_init_uniform_block_bindings(context
->gl_info
, priv
, program_id
, reg_maps
);
764 shader_glsl_load_icb(context
->gl_info
, priv
, program_id
, reg_maps
);
765 /* Texture unit mapping is set up to be the same each time the shader
766 * program is used so we can hardcode the sampler uniform values. */
767 shader_glsl_load_samplers(context
, priv
, program_id
, reg_maps
);
770 static void append_transform_feedback_varying(const char **varyings
, unsigned int *varying_count
,
771 char **strings
, unsigned int *strings_length
, struct wined3d_string_buffer
*buffer
)
773 if (varyings
&& *strings
)
775 char *ptr
= *strings
;
777 varyings
[*varying_count
] = ptr
;
779 memcpy(ptr
, buffer
->buffer
, buffer
->content_size
+ 1);
780 ptr
+= buffer
->content_size
+ 1;
785 *strings_length
+= buffer
->content_size
+ 1;
789 static void append_transform_feedback_skip_components(const char **varyings
,
790 unsigned int *varying_count
, char **strings
, unsigned int *strings_length
,
791 struct wined3d_string_buffer
*buffer
, unsigned int component_count
)
795 for (j
= 0; j
< component_count
/ 4; ++j
)
797 string_buffer_sprintf(buffer
, "gl_SkipComponents4");
798 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
800 if (component_count
% 4)
802 string_buffer_sprintf(buffer
, "gl_SkipComponents%u", component_count
% 4);
803 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
807 static void shader_glsl_generate_transform_feedback_varyings(const struct wined3d_stream_output_desc
*so_desc
,
808 struct wined3d_string_buffer
*buffer
, const char **varyings
, unsigned int *varying_count
,
809 char *strings
, unsigned int *strings_length
, GLenum buffer_mode
)
811 unsigned int i
, buffer_idx
, count
, length
, highest_output_slot
, stride
;
814 highest_output_slot
= 0;
815 for (buffer_idx
= 0; buffer_idx
< WINED3D_MAX_STREAM_OUTPUT_BUFFERS
; ++buffer_idx
)
819 for (i
= 0; i
< so_desc
->element_count
; ++i
)
821 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
823 highest_output_slot
= max(highest_output_slot
, e
->output_slot
);
824 if (e
->output_slot
!= buffer_idx
)
829 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
833 stride
+= e
->component_count
;
835 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
837 append_transform_feedback_skip_components(varyings
, &count
,
838 &strings
, &length
, buffer
, e
->component_count
);
842 if (e
->component_idx
|| e
->component_count
!= 4)
844 if (so_desc
->rasterizer_stream_idx
!= WINED3D_NO_RASTERIZER_STREAM
)
846 FIXME("Unsupported component range %u-%u.\n", e
->component_idx
, e
->component_count
);
847 append_transform_feedback_skip_components(varyings
, &count
,
848 &strings
, &length
, buffer
, e
->component_count
);
852 string_buffer_sprintf(buffer
, "shader_in_out.reg%u_%u_%u",
853 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1);
854 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
858 string_buffer_sprintf(buffer
, "shader_in_out.reg%u", e
->register_idx
);
859 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
863 if (buffer_idx
< so_desc
->buffer_stride_count
864 && stride
< so_desc
->buffer_strides
[buffer_idx
] / 4)
866 unsigned int component_count
= so_desc
->buffer_strides
[buffer_idx
] / 4 - stride
;
867 append_transform_feedback_skip_components(varyings
, &count
,
868 &strings
, &length
, buffer
, component_count
);
871 if (highest_output_slot
<= buffer_idx
)
874 if (buffer_mode
== GL_INTERLEAVED_ATTRIBS
)
876 string_buffer_sprintf(buffer
, "gl_NextBuffer");
877 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
882 *varying_count
= count
;
884 *strings_length
= length
;
887 static void shader_glsl_init_transform_feedback(const struct wined3d_context
*context
,
888 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
890 const struct wined3d_stream_output_desc
*so_desc
= &shader
->u
.gs
.so_desc
;
891 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
892 struct wined3d_string_buffer
*buffer
;
893 unsigned int i
, count
, length
;
894 const char **varyings
;
898 if (!so_desc
->element_count
)
901 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
903 mode
= GL_INTERLEAVED_ATTRIBS
;
907 unsigned int element_count
[WINED3D_MAX_STREAM_OUTPUT_BUFFERS
] = {0};
909 for (i
= 0; i
< so_desc
->element_count
; ++i
)
911 if (so_desc
->elements
[i
].register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
913 FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
916 ++element_count
[so_desc
->elements
[i
].output_slot
];
919 if (element_count
[0] == so_desc
->element_count
)
921 mode
= GL_INTERLEAVED_ATTRIBS
;
925 mode
= GL_SEPARATE_ATTRIBS
;
926 for (i
= 0; i
< ARRAY_SIZE(element_count
); ++i
)
928 if (element_count
[i
] != 1)
931 for (; i
< ARRAY_SIZE(element_count
); ++i
)
933 if (element_count
[i
])
935 FIXME("Only single element per buffer is allowed in separate mode.\n");
942 buffer
= string_buffer_get(&priv
->string_buffers
);
944 shader_glsl_generate_transform_feedback_varyings(so_desc
, buffer
, NULL
, &count
, NULL
, &length
, mode
);
946 if (!(varyings
= heap_calloc(count
, sizeof(*varyings
))))
948 ERR("Out of memory.\n");
949 string_buffer_release(&priv
->string_buffers
, buffer
);
952 if (!(strings
= heap_calloc(length
, sizeof(*strings
))))
954 ERR("Out of memory.\n");
956 string_buffer_release(&priv
->string_buffers
, buffer
);
960 shader_glsl_generate_transform_feedback_varyings(so_desc
, buffer
, varyings
, NULL
, strings
, NULL
, mode
);
961 GL_EXTCALL(glTransformFeedbackVaryings(program_id
, count
, varyings
, mode
));
962 checkGLcall("glTransformFeedbackVaryings");
966 string_buffer_release(&priv
->string_buffers
, buffer
);
969 /* Context activation is done by the caller. */
970 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
971 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
973 unsigned int start
= ~0U, end
= 0;
975 unsigned int heap_idx
= 1;
978 if (heap
->entries
[heap_idx
].version
<= version
) return;
980 idx
= heap
->entries
[heap_idx
].idx
;
981 if (constant_locations
[idx
] != -1)
983 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
985 while (stack_idx
>= 0)
987 /* Note that we fall through to the next case statement. */
988 switch(stack
[stack_idx
])
990 case HEAP_NODE_TRAVERSE_LEFT
:
992 unsigned int left_idx
= heap_idx
<< 1;
993 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
996 idx
= heap
->entries
[heap_idx
].idx
;
997 if (constant_locations
[idx
] != -1)
1005 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1006 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1011 case HEAP_NODE_TRAVERSE_RIGHT
:
1013 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1014 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1016 heap_idx
= right_idx
;
1017 idx
= heap
->entries
[heap_idx
].idx
;
1018 if (constant_locations
[idx
] != -1)
1026 stack
[stack_idx
++] = HEAP_NODE_POP
;
1027 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1039 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
1040 checkGLcall("walk_constant_heap()");
1043 /* Context activation is done by the caller. */
1044 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
1045 GLint location
, const struct wined3d_vec4
*data
)
1047 GLfloat clamped_constant
[4];
1049 if (location
== -1) return;
1051 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
1052 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
1053 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
1054 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
1056 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
1059 /* Context activation is done by the caller. */
1060 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
1061 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
1062 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1065 unsigned int heap_idx
= 1;
1068 if (heap
->entries
[heap_idx
].version
<= version
) return;
1070 idx
= heap
->entries
[heap_idx
].idx
;
1071 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1072 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1074 while (stack_idx
>= 0)
1076 /* Note that we fall through to the next case statement. */
1077 switch(stack
[stack_idx
])
1079 case HEAP_NODE_TRAVERSE_LEFT
:
1081 unsigned int left_idx
= heap_idx
<< 1;
1082 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1084 heap_idx
= left_idx
;
1085 idx
= heap
->entries
[heap_idx
].idx
;
1086 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1088 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1089 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1094 case HEAP_NODE_TRAVERSE_RIGHT
:
1096 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1097 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1099 heap_idx
= right_idx
;
1100 idx
= heap
->entries
[heap_idx
].idx
;
1101 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1103 stack
[stack_idx
++] = HEAP_NODE_POP
;
1104 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1115 checkGLcall("walk_constant_heap_clamped()");
1118 /* Context activation is done by the caller. */
1119 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1120 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
1121 unsigned char *stack
, unsigned int version
)
1123 const struct wined3d_shader_lconst
*lconst
;
1125 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
1126 if (shader
->reg_maps
.shader_version
.major
== 1
1127 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1128 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1130 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1132 if (!shader
->load_local_constsF
)
1134 TRACE("No need to load local float constants for this shader.\n");
1138 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
1139 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1141 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
1143 checkGLcall("glUniform4fv()");
1146 /* Context activation is done by the caller. */
1147 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1148 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
1153 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1155 if (!(constants_set
& 1)) continue;
1157 /* We found this uniform name in the program - go ahead and send the data */
1158 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
1161 /* Load immediate constants */
1162 ptr
= list_head(&shader
->constantsI
);
1165 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1166 unsigned int idx
= lconst
->idx
;
1167 const GLint
*values
= (const GLint
*)lconst
->value
;
1169 /* We found this uniform name in the program - go ahead and send the data */
1170 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
1171 ptr
= list_next(&shader
->constantsI
, ptr
);
1173 checkGLcall("glUniform4iv()");
1176 /* Context activation is done by the caller. */
1177 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1178 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
1183 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1185 if (!(constants_set
& 1)) continue;
1187 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
1190 /* Load immediate constants */
1191 ptr
= list_head(&shader
->constantsB
);
1194 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1195 unsigned int idx
= lconst
->idx
;
1196 const GLint
*values
= (const GLint
*)lconst
->value
;
1198 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
1199 ptr
= list_next(&shader
->constantsB
, ptr
);
1201 checkGLcall("glUniform1iv()");
1204 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
1206 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
1209 /* Context activation is done by the caller (state handler). */
1210 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
1211 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1217 np2fixup_constants
[MAX_FRAGMENT_SAMPLERS
];
1218 UINT fixup
= ps
->np2_fixup_info
->active
;
1221 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
1223 const struct wined3d_texture
*tex
= state
->textures
[i
];
1224 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
1228 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
1232 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
1233 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
1236 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
1239 /* Taken and adapted from Mesa. */
1240 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
1242 float pos
, neg
, t
, det
;
1243 struct wined3d_matrix temp
;
1245 /* Calculate the determinant of upper left 3x3 submatrix and
1246 * determine if the matrix is singular. */
1248 t
= in
->_11
* in
->_22
* in
->_33
;
1254 t
= in
->_21
* in
->_32
* in
->_13
;
1259 t
= in
->_31
* in
->_12
* in
->_23
;
1265 t
= -in
->_31
* in
->_22
* in
->_13
;
1270 t
= -in
->_21
* in
->_12
* in
->_33
;
1276 t
= -in
->_11
* in
->_32
* in
->_23
;
1284 if (fabsf(det
) < 1e-25f
)
1288 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
1289 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
1290 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
1291 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
1292 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
1293 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
1294 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
1295 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
1296 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
1302 static void swap_rows(float **a
, float **b
)
1310 static BOOL
invert_matrix(struct wined3d_matrix
*out
, const struct wined3d_matrix
*m
)
1313 float m0
, m1
, m2
, m3
, s
;
1314 float *r0
, *r1
, *r2
, *r3
;
1326 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
1333 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
1340 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
1347 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
1349 /* Choose pivot - or die. */
1350 if (fabsf(r3
[0]) > fabsf(r2
[0]))
1351 swap_rows(&r3
, &r2
);
1352 if (fabsf(r2
[0]) > fabsf(r1
[0]))
1353 swap_rows(&r2
, &r1
);
1354 if (fabsf(r1
[0]) > fabsf(r0
[0]))
1355 swap_rows(&r1
, &r0
);
1359 /* Eliminate first variable. */
1360 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
1361 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
1362 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
1363 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
1393 /* Choose pivot - or die. */
1394 if (fabsf(r3
[1]) > fabsf(r2
[1]))
1395 swap_rows(&r3
, &r2
);
1396 if (fabsf(r2
[1]) > fabsf(r1
[1]))
1397 swap_rows(&r2
, &r1
);
1401 /* Eliminate second variable. */
1402 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
1403 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
1404 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1430 /* Choose pivot - or die. */
1431 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1432 swap_rows(&r3
, &r2
);
1436 /* Eliminate third variable. */
1438 r3
[3] -= m3
* r2
[3];
1439 r3
[4] -= m3
* r2
[4];
1440 r3
[5] -= m3
* r2
[5];
1441 r3
[6] -= m3
* r2
[6];
1442 r3
[7] -= m3
* r2
[7];
1448 /* Back substitute row 3. */
1455 /* Back substitute row 2. */
1458 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1459 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1460 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1461 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1463 r1
[4] -= r3
[4] * m1
;
1464 r1
[5] -= r3
[5] * m1
;
1465 r1
[6] -= r3
[6] * m1
;
1466 r1
[7] -= r3
[7] * m1
;
1468 r0
[4] -= r3
[4] * m0
;
1469 r0
[5] -= r3
[5] * m0
;
1470 r0
[6] -= r3
[6] * m0
;
1471 r0
[7] -= r3
[7] * m0
;
1473 /* Back substitute row 1. */
1476 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1477 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1478 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1479 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1481 r0
[4] -= r2
[4] * m0
;
1482 r0
[5] -= r2
[5] * m0
;
1483 r0
[6] -= r2
[6] * m0
;
1484 r0
[7] -= r2
[7] * m0
;
1486 /* Back substitute row 0. */
1489 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1490 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1491 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1492 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1514 static void transpose_matrix(struct wined3d_matrix
*out
, const struct wined3d_matrix
*m
)
1516 struct wined3d_matrix temp
;
1519 for (i
= 0; i
< 4; ++i
)
1520 for (j
= 0; j
< 4; ++j
)
1521 (&temp
._11
)[4 * j
+ i
] = (&m
->_11
)[4 * i
+ j
];
1526 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1527 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1529 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1531 struct wined3d_matrix mv
;
1534 if (prog
->vs
.normal_matrix_location
== -1)
1537 get_modelview_matrix(context
, state
, 0, &mv
);
1538 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1539 invert_matrix_3d(&mv
, &mv
);
1541 invert_matrix(&mv
, &mv
);
1542 /* Tests show that singular modelview matrices are used unchanged as normal
1543 * matrices on D3D3 and older. There seems to be no clearly consistent
1544 * behavior on newer D3D versions so always follow older ddraw behavior. */
1545 for (i
= 0; i
< 3; ++i
)
1546 for (j
= 0; j
< 3; ++j
)
1547 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1549 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1550 checkGLcall("glUniformMatrix3fv");
1553 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1554 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1556 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1557 struct wined3d_matrix mat
;
1559 if (tex
>= MAX_TEXTURES
)
1561 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1564 get_texture_matrix(context
, state
, tex
, &mat
);
1565 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1566 checkGLcall("glUniformMatrix4fv");
1569 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1570 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1572 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1574 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1576 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1577 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1581 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1583 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1585 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1586 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1587 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1588 checkGLcall("setting FFP material uniforms");
1591 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1592 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1594 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1595 struct wined3d_color color
;
1597 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1598 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1599 checkGLcall("glUniform3fv");
1602 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1603 const struct wined3d_matrix
*src2
)
1605 struct wined3d_vec4 temp
;
1607 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1608 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1609 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1610 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1615 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1616 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1617 struct glsl_shader_prog_link
*prog
)
1619 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1620 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1621 struct wined3d_vec4 vec4
;
1623 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1624 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1625 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1627 switch (light_info
->OriginalParms
.type
)
1629 case WINED3D_LIGHT_POINT
:
1630 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1631 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1632 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1633 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1634 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1635 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1638 case WINED3D_LIGHT_SPOT
:
1639 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1640 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1642 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1643 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1645 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1646 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1647 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1648 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1649 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1650 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1651 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1654 case WINED3D_LIGHT_DIRECTIONAL
:
1655 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1656 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1659 case WINED3D_LIGHT_PARALLELPOINT
:
1660 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1661 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1665 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1667 checkGLcall("setting FFP lights uniforms");
1670 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1671 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1673 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1677 get_pointsize_minmax(context
, state
, &min
, &max
);
1679 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1680 checkGLcall("glUniform1f");
1681 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1682 checkGLcall("glUniform1f");
1684 get_pointsize(context
, state
, &size
, att
);
1686 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1687 checkGLcall("glUniform1f");
1688 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1689 checkGLcall("glUniform1f");
1690 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1691 checkGLcall("glUniform1f");
1692 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1693 checkGLcall("glUniform1f");
1696 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1697 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1699 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1700 struct wined3d_color color
;
1701 float start
, end
, scale
;
1708 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1709 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1710 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1711 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1712 get_fog_start_end(context
, state
, &start
, &end
);
1713 scale
= 1.0f
/ (end
- start
);
1714 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1715 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1716 checkGLcall("fog emulation uniforms");
1719 static void shader_glsl_clip_plane_uniform(const struct wined3d_context
*context
,
1720 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1722 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1723 struct wined3d_matrix matrix
;
1724 struct wined3d_vec4 plane
;
1726 plane
= state
->clip_planes
[index
];
1728 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1731 invert_matrix(&matrix
, &state
->transforms
[WINED3D_TS_VIEW
]);
1732 transpose_matrix(&matrix
, &matrix
);
1733 multiply_vector_matrix(&plane
, &plane
, &matrix
);
1736 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1739 /* Context activation is done by the caller (state handler). */
1740 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1741 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1743 struct wined3d_color float_key
[2];
1744 const struct wined3d_texture
*texture
= state
->textures
[0];
1746 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1747 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1750 /* Context activation is done by the caller (state handler). */
1751 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1752 const struct wined3d_state
*state
)
1754 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1755 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1756 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1757 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1758 struct shader_glsl_priv
*priv
= shader_priv
;
1759 float position_fixup
[4];
1762 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1763 UINT constant_version
;
1767 /* No GLSL program set - nothing to do. */
1770 constant_version
= prog
->constant_version
;
1771 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1773 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1774 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1775 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1777 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1778 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1779 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1781 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1782 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1783 vshader
->reg_maps
.boolean_constants
);
1785 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1787 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1788 shader_glsl_clip_plane_uniform(context
, state
, i
, prog
);
1791 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1792 shader_glsl_pointsize_uniform(context
, state
, prog
);
1794 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1796 shader_get_position_fixup(context
, state
, position_fixup
);
1797 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1798 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, 1, position_fixup
));
1799 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
1800 GL_EXTCALL(glUniform4fv(prog
->ds
.pos_fixup_location
, 1, position_fixup
));
1802 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1803 checkGLcall("glUniform4fv");
1806 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1808 struct wined3d_matrix mat
;
1810 get_modelview_matrix(context
, state
, 0, &mat
);
1811 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1812 checkGLcall("glUniformMatrix4fv");
1814 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1817 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1819 struct wined3d_matrix mat
;
1821 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1823 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1826 get_modelview_matrix(context
, state
, i
, &mat
);
1827 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1828 checkGLcall("glUniformMatrix4fv");
1832 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1834 struct wined3d_matrix projection
;
1836 get_projection_matrix(context
, state
, &projection
);
1837 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1838 checkGLcall("glUniformMatrix4fv");
1841 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1843 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1844 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1847 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1848 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1850 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1852 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1853 DWORD point_count
= 0;
1854 DWORD spot_count
= 0;
1855 DWORD directional_count
= 0;
1856 DWORD parallel_point_count
= 0;
1858 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1860 if (!state
->lights
[i
])
1863 switch (state
->lights
[i
]->OriginalParms
.type
)
1865 case WINED3D_LIGHT_POINT
:
1868 case WINED3D_LIGHT_SPOT
:
1871 case WINED3D_LIGHT_DIRECTIONAL
:
1872 ++directional_count
;
1874 case WINED3D_LIGHT_PARALLELPOINT
:
1875 ++parallel_point_count
;
1878 FIXME("Unhandled light type %#x.\n", state
->lights
[i
]->OriginalParms
.type
);
1883 spot_idx
= point_idx
+ point_count
;
1884 directional_idx
= spot_idx
+ spot_count
;
1885 parallel_point_idx
= directional_idx
+ directional_count
;
1887 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1888 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1890 const struct wined3d_light_info
*light_info
= state
->lights
[i
];
1896 switch (light_info
->OriginalParms
.type
)
1898 case WINED3D_LIGHT_POINT
:
1901 case WINED3D_LIGHT_SPOT
:
1904 case WINED3D_LIGHT_DIRECTIONAL
:
1905 idx
= directional_idx
++;
1907 case WINED3D_LIGHT_PARALLELPOINT
:
1908 idx
= parallel_point_idx
++;
1911 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1914 shader_glsl_ffp_vertex_light_uniform(context
, state
, idx
, light_info
, prog
);
1918 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1919 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1920 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1922 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1923 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1924 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1926 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1927 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1928 pshader
->reg_maps
.boolean_constants
);
1930 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1932 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1934 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1937 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1938 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1940 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1942 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1943 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1944 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1945 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1949 checkGLcall("bump env uniforms");
1952 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1954 const struct wined3d_vec4 correction_params
=
1956 /* Position is relative to the framebuffer, not the viewport. */
1957 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1958 context
->render_offscreen
? 1.0f
: -1.0f
,
1963 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1966 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1967 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1968 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1969 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1971 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1973 struct wined3d_color color
;
1975 if (prog
->ps
.tex_factor_location
!= -1)
1977 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1978 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1981 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1982 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1984 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1986 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1988 if (prog
->ps
.tss_constant_location
[i
] == -1)
1991 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1992 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1995 checkGLcall("fixed function uniforms");
1998 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1999 shader_glsl_load_fog_uniform(context
, state
, prog
);
2001 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
2003 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
2005 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
2006 checkGLcall("alpha test emulation uniform");
2009 if (priv
->next_constant_version
== UINT_MAX
)
2011 TRACE("Max constant version reached, resetting to 0.\n");
2012 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
2013 priv
->next_constant_version
= 1;
2017 prog
->constant_version
= priv
->next_constant_version
++;
2021 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
2023 struct constant_entry
*entries
= heap
->entries
;
2024 unsigned int *positions
= heap
->positions
;
2025 unsigned int heap_idx
, parent_idx
;
2027 if (!heap
->contained
[idx
])
2029 heap_idx
= heap
->size
++;
2030 heap
->contained
[idx
] = TRUE
;
2034 heap_idx
= positions
[idx
];
2037 while (heap_idx
> 1)
2039 parent_idx
= heap_idx
>> 1;
2041 if (new_version
<= entries
[parent_idx
].version
) break;
2043 entries
[heap_idx
] = entries
[parent_idx
];
2044 positions
[entries
[parent_idx
].idx
] = heap_idx
;
2045 heap_idx
= parent_idx
;
2048 entries
[heap_idx
].version
= new_version
;
2049 entries
[heap_idx
].idx
= idx
;
2050 positions
[idx
] = heap_idx
;
2053 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
2055 struct shader_glsl_priv
*priv
= device
->shader_priv
;
2056 struct constant_heap
*heap
= &priv
->vconst_heap
;
2059 for (i
= start
; i
< count
+ start
; ++i
)
2061 update_heap_entry(heap
, i
, priv
->next_constant_version
);
2065 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
2067 struct shader_glsl_priv
*priv
= device
->shader_priv
;
2068 struct constant_heap
*heap
= &priv
->pconst_heap
;
2071 for (i
= start
; i
< count
+ start
; ++i
)
2073 update_heap_entry(heap
, i
, priv
->next_constant_version
);
2077 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
2079 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
2080 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
2081 if(shader_major
> 3) return ret
;
2083 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
2084 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
2088 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
2090 return gl_info
->glsl_version
< MAKEDWORD_VERSION(1, 30);
2093 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
2095 return gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
]
2096 && shader_glsl_use_layout_qualifier(gl_info
) && !needs_legacy_glsl_syntax(gl_info
);
2099 static BOOL
shader_glsl_use_interface_blocks(const struct wined3d_gl_info
*gl_info
)
2101 return shader_glsl_get_version(gl_info
) >= 150;
2104 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
2106 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
2109 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
2110 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
2115 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
2116 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
2119 va_start(args
, format
);
2120 ret
= shader_vaddline(buffer
, format
, args
);
2124 if (!string_buffer_resize(buffer
, ret
))
2129 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
2130 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
2135 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
2136 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
2139 va_start(args
, format
);
2140 ret
= shader_vaddline(buffer
, format
, args
);
2144 if (!string_buffer_resize(buffer
, ret
))
2149 static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info
*gl_info
)
2151 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_in.reg" : "ps_link";
2154 static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info
*gl_info
)
2156 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_out.reg" : "ps_link";
2159 static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_interpolation_mode mode
)
2163 case WINED3DSIM_CONSTANT
:
2165 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2166 return "noperspective";
2168 FIXME("Unhandled interpolation mode %#x.\n", mode
);
2169 case WINED3DSIM_NONE
:
2170 case WINED3DSIM_LINEAR
:
2175 static enum wined3d_shader_interpolation_mode
wined3d_extract_interpolation_mode(
2176 const DWORD
*packed_interpolation_mode
, unsigned int register_idx
)
2178 return wined3d_extract_bits(packed_interpolation_mode
,
2179 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
);
2182 static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info
*gl_info
,
2183 struct wined3d_string_buffer
*buffer
, unsigned int element_count
,
2184 const DWORD
*interpolation_mode
, BOOL unroll
)
2186 enum wined3d_shader_interpolation_mode mode
;
2189 if (shader_glsl_use_interface_blocks(gl_info
))
2193 shader_addline(buffer
, "in shader_in_out {\n");
2194 for (i
= 0; i
< element_count
; ++i
)
2196 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2197 shader_addline(buffer
, "%s vec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode
), i
);
2199 shader_addline(buffer
, "} shader_in;\n");
2203 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count
);
2208 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2212 static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info
*gl_info
,
2213 struct wined3d_string_buffer
*buffer
, unsigned int element_count
, BOOL rasterizer_setup
,
2214 const DWORD
*interpolation_mode
)
2216 enum wined3d_shader_interpolation_mode mode
;
2219 if (shader_glsl_use_interface_blocks(gl_info
))
2221 if (rasterizer_setup
)
2223 shader_addline(buffer
, "out shader_in_out {\n");
2224 for (i
= 0; i
< element_count
; ++i
)
2226 const char *interpolation_qualifiers
= "";
2227 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
2229 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2230 interpolation_qualifiers
= shader_glsl_interpolation_qualifiers(mode
);
2232 shader_addline(buffer
, "%s vec4 reg%u;\n", interpolation_qualifiers
, i
);
2234 shader_addline(buffer
, "} shader_out;\n");
2238 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count
);
2243 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2247 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
2249 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
2252 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
2254 switch (primitive_type
)
2256 case WINED3D_PT_POINTLIST
:
2259 case WINED3D_PT_LINELIST
:
2262 case WINED3D_PT_LINESTRIP
:
2263 return "line_strip";
2265 case WINED3D_PT_TRIANGLELIST
:
2268 case WINED3D_PT_TRIANGLESTRIP
:
2269 return "triangle_strip";
2271 case WINED3D_PT_LINELIST_ADJ
:
2272 return "lines_adjacency";
2274 case WINED3D_PT_TRIANGLELIST_ADJ
:
2275 return "triangles_adjacency";
2278 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
2283 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
2285 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
2286 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2287 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
2290 if (reg_maps
->shader_version
.major
< 3)
2291 return input_reg_used
& (1u << idx
);
2293 for (i
= 0; i
< input_signature
->element_count
; ++i
)
2295 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
2297 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
2300 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
2301 && input
->semantic_idx
== idx
)
2302 return input_reg_used
& (1u << input
->register_idx
);
2307 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
2308 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
2310 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
2312 if (version
->major
>= 4)
2313 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
2315 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
2318 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2319 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
2322 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
2323 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
2324 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
2325 index
, scalar_type
, scalar_type
, index
);
2328 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2329 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
2331 unsigned int index
= e
->register_idx
;
2333 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
2335 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
2339 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
2341 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
2345 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
2346 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
2348 if (shader_glsl_use_explicit_attrib_location(gl_info
))
2349 shader_addline(buffer
, "layout(location = %u) ", index
);
2351 switch (e
->component_type
)
2353 case WINED3D_TYPE_UINT
:
2354 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "uvec", "uint", index
);
2356 case WINED3D_TYPE_INT
:
2357 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", index
);
2361 FIXME("Unhandled type %#x.\n", e
->component_type
);
2363 case WINED3D_TYPE_UNKNOWN
:
2364 case WINED3D_TYPE_FLOAT
:
2365 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
2370 /** Generate the variable & register declarations for the GLSL output target */
2371 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
2372 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
2373 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
2375 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2376 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
2377 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
2378 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2379 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
2380 unsigned int uniform_block_base
, uniform_block_count
;
2381 const struct wined3d_shader_lconst
*lconst
;
2386 prefix
= shader_glsl_get_prefix(version
->type
);
2388 /* Prototype the subroutines */
2389 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
2391 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
2394 /* Declare the constants (aka uniforms) */
2395 if (shader
->limits
->constant_float
> 0)
2397 unsigned max_constantsF
;
2399 /* Unless the shader uses indirect addressing, always declare the
2400 * maximum array size and ignore that we need some uniforms privately.
2401 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
2402 * and immediate values, still declare VC[256]. If the shader needs
2403 * more uniforms than we have it won't work in any case. If it uses
2404 * less, the compiler will figure out which uniforms are really used
2405 * and strip them out. This allows a shader to use c255 on a dx9 card,
2406 * as long as it doesn't also use all the other constants.
2408 * If the shader uses indirect addressing the compiler must assume
2409 * that all declared uniforms are used. In this case, declare only the
2410 * amount that we're assured to have.
2412 * Thus we run into problems in these two cases:
2413 * 1) The shader really uses more uniforms than supported.
2414 * 2) The shader uses indirect addressing, less constants than
2415 * supported, but uses a constant index > #supported consts. */
2416 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2418 /* No indirect addressing here. */
2419 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
2423 if (reg_maps
->usesrelconstF
)
2425 /* Subtract the other potential uniforms from the max
2426 * available (bools, ints, and 1 row of projection matrix).
2427 * Subtract another uniform for immediate values, which have
2428 * to be loaded via uniform by the driver as well. The shader
2429 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2430 * shader code, so one vec4 should be enough. (Unfortunately
2431 * the Nvidia driver doesn't store 128 and -128 in one float).
2433 * Writing gl_ClipVertex requires one uniform for each
2434 * clipplane as well. */
2435 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2436 if (vs_args
->clip_enabled
)
2437 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2438 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2439 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2440 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2441 * for now take this into account when calculating the number of available constants
2443 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2444 /* Set by driver quirks in directx.c */
2445 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2447 if (max_constantsF
< shader
->limits
->constant_float
)
2449 static unsigned int once
;
2452 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2453 " it may not render correctly.\n");
2455 WARN("The hardware does not support enough uniform components to run this shader.\n");
2460 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2463 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2464 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2467 /* Always declare the full set of constants, the compiler can remove the
2468 * unused ones because d3d doesn't (yet) support indirect int and bool
2469 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2470 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2471 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2473 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2474 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2476 /* Declare immediate constant buffer */
2478 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2480 /* Declare constant buffers */
2481 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, version
->type
,
2482 &uniform_block_base
, &uniform_block_count
);
2483 for (i
= 0; i
< min(uniform_block_count
, WINED3D_MAX_CBS
); ++i
)
2485 if (reg_maps
->cb_sizes
[i
])
2487 shader_addline(buffer
, "layout(std140");
2488 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2489 shader_addline(buffer
, ", binding = %u", uniform_block_base
+ i
);
2490 shader_addline(buffer
, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2491 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2495 /* Declare texture samplers */
2496 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2498 struct wined3d_shader_sampler_map_entry
*entry
;
2499 const char *sampler_type_prefix
, *sampler_type
;
2500 BOOL shadow_sampler
, tex_rect
;
2502 entry
= ®_maps
->sampler_map
.entries
[i
];
2504 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2506 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2510 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2512 case WINED3D_DATA_FLOAT
:
2513 case WINED3D_DATA_UNORM
:
2514 case WINED3D_DATA_SNORM
:
2515 sampler_type_prefix
= "";
2518 case WINED3D_DATA_INT
:
2519 sampler_type_prefix
= "i";
2522 case WINED3D_DATA_UINT
:
2523 sampler_type_prefix
= "u";
2527 sampler_type_prefix
= "";
2528 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2532 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2533 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
2535 case WINED3D_SHADER_RESOURCE_BUFFER
:
2536 sampler_type
= "samplerBuffer";
2539 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2541 sampler_type
= "sampler1DShadow";
2543 sampler_type
= "sampler1D";
2546 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2547 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2548 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2549 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2553 sampler_type
= "sampler2DRectShadow";
2555 sampler_type
= "sampler2DShadow";
2560 sampler_type
= "sampler2DRect";
2562 sampler_type
= "sampler2D";
2566 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2568 FIXME("Unsupported 3D shadow sampler.\n");
2569 sampler_type
= "sampler3D";
2572 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2574 sampler_type
= "samplerCubeShadow";
2576 sampler_type
= "samplerCube";
2579 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2581 sampler_type
= "sampler2DArrayShadow";
2583 sampler_type
= "sampler2DArray";
2586 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2588 sampler_type
= "samplerCubeArrayShadow";
2590 sampler_type
= "samplerCubeArray";
2593 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
2594 sampler_type
= "sampler2DMS";
2597 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
2598 sampler_type
= "sampler2DMSArray";
2602 sampler_type
= "unsupported_sampler";
2603 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
2607 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2608 shader_glsl_append_sampler_binding_qualifier(buffer
, context
, version
, entry
->bind_idx
);
2609 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2610 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2613 /* Declare images */
2614 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2616 const char *image_type_prefix
, *image_type
, *read_format
;
2618 if (!reg_maps
->uav_resource_info
[i
].type
)
2621 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2623 case WINED3D_DATA_FLOAT
:
2624 case WINED3D_DATA_UNORM
:
2625 case WINED3D_DATA_SNORM
:
2626 image_type_prefix
= "";
2627 read_format
= "r32f";
2630 case WINED3D_DATA_INT
:
2631 image_type_prefix
= "i";
2632 read_format
= "r32i";
2635 case WINED3D_DATA_UINT
:
2636 image_type_prefix
= "u";
2637 read_format
= "r32ui";
2641 image_type_prefix
= "";
2643 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2647 switch (reg_maps
->uav_resource_info
[i
].type
)
2649 case WINED3D_SHADER_RESOURCE_BUFFER
:
2650 image_type
= "imageBuffer";
2653 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2654 image_type
= "image2D";
2657 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2658 image_type
= "image3D";
2661 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2662 image_type
= "image2DArray";
2666 image_type
= "unsupported_image";
2667 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2671 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2672 shader_addline(buffer
, "layout(binding = %u)\n", i
);
2673 if (reg_maps
->uav_read_mask
& (1u << i
))
2674 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2675 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2677 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2678 image_type_prefix
, image_type
, prefix
, i
);
2680 if (reg_maps
->uav_counter_mask
& (1u << i
))
2681 shader_addline(buffer
, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2685 /* Declare address variables */
2686 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2688 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2691 /* Declare output register temporaries */
2692 if (shader
->limits
->packed_output
)
2693 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2695 /* Declare temporary variables */
2696 if (reg_maps
->temporary_count
)
2698 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2699 shader_addline(buffer
, "vec4 R%u;\n", i
);
2701 else if (version
->major
< 4)
2703 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2706 shader_addline(buffer
, "vec4 R%u;\n", i
);
2710 /* Declare indexable temporary variables */
2711 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2713 if (idx_temp_reg
->component_count
!= 4)
2714 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2715 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2718 /* Declare loop registers aLx */
2719 if (version
->major
< 4)
2721 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2723 shader_addline(buffer
, "int aL%u;\n", i
);
2724 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2728 /* Temporary variables for matrix operations */
2729 shader_addline(buffer
, "vec4 tmp0;\n");
2730 shader_addline(buffer
, "vec4 tmp1;\n");
2732 if (!shader
->load_local_constsF
)
2734 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2736 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2737 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2738 shader_addline(buffer
, ";\n");
2744 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2745 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2747 /** Used for opcode modifiers - They multiply the result by the specified amount */
2748 static const char * const shift_glsl_tab
[] = {
2750 "2.0 * ", /* 1 (x2) */
2751 "4.0 * ", /* 2 (x4) */
2752 "8.0 * ", /* 3 (x8) */
2753 "16.0 * ", /* 4 (x16) */
2754 "32.0 * ", /* 5 (x32) */
2761 "0.0625 * ", /* 12 (d16) */
2762 "0.125 * ", /* 13 (d8) */
2763 "0.25 * ", /* 14 (d4) */
2764 "0.5 * " /* 15 (d2) */
2767 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2768 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2769 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2771 switch (src_modifier
)
2773 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2774 case WINED3DSPSM_DW
:
2775 case WINED3DSPSM_NONE
:
2776 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2778 case WINED3DSPSM_NEG
:
2779 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2781 case WINED3DSPSM_NOT
:
2782 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2784 case WINED3DSPSM_BIAS
:
2785 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2787 case WINED3DSPSM_BIASNEG
:
2788 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2790 case WINED3DSPSM_SIGN
:
2791 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2793 case WINED3DSPSM_SIGNNEG
:
2794 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2796 case WINED3DSPSM_COMP
:
2797 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2799 case WINED3DSPSM_X2
:
2800 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2802 case WINED3DSPSM_X2NEG
:
2803 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2805 case WINED3DSPSM_ABS
:
2806 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2808 case WINED3DSPSM_ABSNEG
:
2809 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2812 FIXME("Unhandled modifier %u\n", src_modifier
);
2813 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2817 static void shader_glsl_fixup_scalar_register_variable(char *register_name
,
2818 const char *glsl_variable
, const struct wined3d_gl_info
*gl_info
)
2820 /* The ARB_shading_language_420pack extension allows swizzle operations on
2822 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
2823 sprintf(register_name
, "%s", glsl_variable
);
2825 sprintf(register_name
, "ivec2(%s, 0)", glsl_variable
);
2828 /** Writes the GLSL variable name that corresponds to the register that the
2829 * DX opcode parameter is trying to access */
2830 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2831 enum wined3d_data_type data_type
, char *register_name
, BOOL
*is_color
,
2832 const struct wined3d_shader_instruction
*ins
)
2834 /* oPos, oFog and oPts in D3D */
2835 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2837 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2838 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2839 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2840 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2841 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2842 struct glsl_src_param rel_param0
, rel_param1
;
2843 char imm_str
[4][17];
2845 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2846 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2847 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2848 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2853 case WINED3DSPR_TEMP
:
2854 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2857 case WINED3DSPR_INPUT
:
2858 case WINED3DSPR_INCONTROLPOINT
:
2859 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2861 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2863 if (reg
->idx
[0].rel_addr
)
2864 FIXME("VS3 input registers relative addressing.\n");
2865 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2867 if (reg
->idx
[0].rel_addr
)
2869 sprintf(register_name
, "%s_in[%s + %u]",
2870 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2874 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2879 if (version
->type
== WINED3D_SHADER_TYPE_HULL
2880 || version
->type
== WINED3D_SHADER_TYPE_DOMAIN
2881 || version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2883 if (reg
->idx
[0].rel_addr
)
2885 if (reg
->idx
[1].rel_addr
)
2886 sprintf(register_name
, "shader_in[%s + %u].reg[%s + %u]",
2887 rel_param0
.param_str
, reg
->idx
[0].offset
,
2888 rel_param1
.param_str
, reg
->idx
[1].offset
);
2890 sprintf(register_name
, "shader_in[%s + %u].reg[%u]",
2891 rel_param0
.param_str
, reg
->idx
[0].offset
,
2892 reg
->idx
[1].offset
);
2894 else if (reg
->idx
[1].rel_addr
)
2895 sprintf(register_name
, "shader_in[%u].reg[%s + %u]", reg
->idx
[0].offset
,
2896 rel_param1
.param_str
, reg
->idx
[1].offset
);
2898 sprintf(register_name
, "shader_in[%u].reg[%u]",
2899 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2903 /* pixel shaders >= 3.0 */
2904 if (version
->major
>= 3)
2906 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2907 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2909 if (reg
->idx
[0].rel_addr
)
2911 /* Removing a + 0 would be an obvious optimization, but
2912 * OS X doesn't see the NOP operation there. */
2915 if (needs_legacy_glsl_syntax(gl_info
)
2916 && shader
->u
.ps
.declared_in_count
> in_count
)
2918 sprintf(register_name
,
2919 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2920 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2921 prefix
, rel_param0
.param_str
, idx
);
2925 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2930 if (needs_legacy_glsl_syntax(gl_info
)
2931 && shader
->u
.ps
.declared_in_count
> in_count
)
2933 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2934 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2935 prefix
, rel_param0
.param_str
);
2939 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2945 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2946 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2947 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2952 if (!reg
->idx
[0].offset
)
2953 strcpy(register_name
, "ffp_varying_diffuse");
2955 strcpy(register_name
, "ffp_varying_specular");
2960 case WINED3DSPR_CONST
:
2962 /* Relative addressing */
2963 if (reg
->idx
[0].rel_addr
)
2965 if (wined3d_settings
.check_float_constants
)
2966 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2967 rel_param0
.param_str
, reg
->idx
[0].offset
,
2968 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2969 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2970 else if (reg
->idx
[0].offset
)
2971 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2973 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2977 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2978 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2980 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2985 case WINED3DSPR_CONSTINT
:
2986 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2989 case WINED3DSPR_CONSTBOOL
:
2990 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2993 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2994 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2995 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2997 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
3000 case WINED3DSPR_LOOP
:
3001 sprintf(register_name
, "aL%u", ins
->ctx
->state
->current_loop_reg
- 1);
3004 case WINED3DSPR_SAMPLER
:
3005 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
3008 case WINED3DSPR_COLOROUT
:
3009 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
3010 WARN("Write to render target %u, only %d supported.\n",
3011 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
3013 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
3016 case WINED3DSPR_RASTOUT
:
3017 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
3020 case WINED3DSPR_DEPTHOUT
:
3021 case WINED3DSPR_DEPTHOUTGE
:
3022 case WINED3DSPR_DEPTHOUTLE
:
3023 sprintf(register_name
, "gl_FragDepth");
3026 case WINED3DSPR_ATTROUT
:
3027 if (!reg
->idx
[0].offset
)
3028 sprintf(register_name
, "%s_out[8]", prefix
);
3030 sprintf(register_name
, "%s_out[9]", prefix
);
3033 case WINED3DSPR_TEXCRDOUT
:
3034 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
3035 if (reg
->idx
[0].rel_addr
)
3036 sprintf(register_name
, "%s_out[%s + %u]",
3037 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
3039 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
3042 case WINED3DSPR_MISCTYPE
:
3043 if (!reg
->idx
[0].offset
)
3046 sprintf(register_name
, "vpos");
3048 else if (reg
->idx
[0].offset
== 1)
3050 /* Note that gl_FrontFacing is a bool, while vFace is
3051 * a float for which the sign determines front/back */
3052 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
3056 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
3057 sprintf(register_name
, "unrecognized_register");
3061 case WINED3DSPR_IMMCONST
:
3062 switch (reg
->immconst_type
)
3064 case WINED3D_IMMCONST_SCALAR
:
3067 case WINED3D_DATA_FLOAT
:
3068 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
3069 sprintf(register_name
, "uintBitsToFloat(%#xu)", reg
->u
.immconst_data
[0]);
3071 wined3d_ftoa(*(const float *)reg
->u
.immconst_data
, register_name
);
3073 case WINED3D_DATA_INT
:
3074 sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
3076 case WINED3D_DATA_RESOURCE
:
3077 case WINED3D_DATA_SAMPLER
:
3078 case WINED3D_DATA_UINT
:
3079 sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
3082 sprintf(register_name
, "<unhandled data type %#x>", data_type
);
3087 case WINED3D_IMMCONST_VEC4
:
3090 case WINED3D_DATA_FLOAT
:
3091 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
3093 sprintf(register_name
, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
3094 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3095 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3099 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[0], imm_str
[0]);
3100 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[1], imm_str
[1]);
3101 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[2], imm_str
[2]);
3102 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[3], imm_str
[3]);
3103 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
3104 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
3107 case WINED3D_DATA_INT
:
3108 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
3109 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3110 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3112 case WINED3D_DATA_RESOURCE
:
3113 case WINED3D_DATA_SAMPLER
:
3114 case WINED3D_DATA_UINT
:
3115 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
3116 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3117 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3120 sprintf(register_name
, "<unhandled data type %#x>", data_type
);
3126 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
3127 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
3131 case WINED3DSPR_CONSTBUFFER
:
3132 if (reg
->idx
[1].rel_addr
)
3133 sprintf(register_name
, "%s_cb%u[%s + %u]",
3134 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
3136 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3139 case WINED3DSPR_IMMCONSTBUFFER
:
3140 if (reg
->idx
[0].rel_addr
)
3141 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
3143 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
3146 case WINED3DSPR_PRIMID
:
3147 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
3148 sprintf(register_name
, "gl_PrimitiveIDIn");
3150 sprintf(register_name
, "gl_PrimitiveID");
3153 case WINED3DSPR_IDXTEMP
:
3154 if (reg
->idx
[1].rel_addr
)
3155 sprintf(register_name
, "X%u[%s + %u]", reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
3157 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3160 case WINED3DSPR_LOCALTHREADINDEX
:
3161 shader_glsl_fixup_scalar_register_variable(register_name
,
3162 "int(gl_LocalInvocationIndex)", gl_info
);
3165 case WINED3DSPR_GSINSTID
:
3166 case WINED3DSPR_OUTPOINTID
:
3167 shader_glsl_fixup_scalar_register_variable(register_name
,
3168 "gl_InvocationID", gl_info
);
3171 case WINED3DSPR_THREADID
:
3172 sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
3175 case WINED3DSPR_THREADGROUPID
:
3176 sprintf(register_name
, "ivec3(gl_WorkGroupID)");
3179 case WINED3DSPR_LOCALTHREADID
:
3180 sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
3183 case WINED3DSPR_FORKINSTID
:
3184 case WINED3DSPR_JOININSTID
:
3185 shader_glsl_fixup_scalar_register_variable(register_name
,
3186 "phase_instance_id", gl_info
);
3189 case WINED3DSPR_TESSCOORD
:
3190 sprintf(register_name
, "gl_TessCoord");
3193 case WINED3DSPR_OUTCONTROLPOINT
:
3194 if (reg
->idx
[0].rel_addr
)
3196 if (reg
->idx
[1].rel_addr
)
3197 sprintf(register_name
, "shader_out[%s + %u].reg[%s + %u]",
3198 rel_param0
.param_str
, reg
->idx
[0].offset
,
3199 rel_param1
.param_str
, reg
->idx
[1].offset
);
3201 sprintf(register_name
, "shader_out[%s + %u].reg[%u]",
3202 rel_param0
.param_str
, reg
->idx
[0].offset
,
3203 reg
->idx
[1].offset
);
3205 else if (reg
->idx
[1].rel_addr
)
3207 sprintf(register_name
, "shader_out[%u].reg[%s + %u]",
3208 reg
->idx
[0].offset
, rel_param1
.param_str
,
3209 reg
->idx
[1].offset
);
3213 sprintf(register_name
, "shader_out[%u].reg[%u]",
3214 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3218 case WINED3DSPR_PATCHCONST
:
3219 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
3220 sprintf(register_name
, "hs_out[%u]", reg
->idx
[0].offset
);
3222 sprintf(register_name
, "vpc[%u]", reg
->idx
[0].offset
);
3226 FIXME("Unhandled register type %#x.\n", reg
->type
);
3227 sprintf(register_name
, "unrecognized_register");
3232 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
3235 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
3236 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
3237 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
3238 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
3242 /* Get the GLSL write mask for the destination register */
3243 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
3245 DWORD mask
= param
->write_mask
;
3247 if (shader_is_scalar(¶m
->reg
))
3249 mask
= WINED3DSP_WRITEMASK_0
;
3254 shader_glsl_write_mask_to_str(mask
, write_mask
);
3260 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
3262 unsigned int size
= 0;
3264 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
3265 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
3266 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
3267 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
3272 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
3273 unsigned int component_idx
)
3275 /* swizzle bits fields: wwzzyyxx */
3276 return (swizzle
>> (2 * component_idx
)) & 0x3;
3279 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
3281 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
3282 * but addressed as "rgba". To fix this we need to swap the register's x
3283 * and z components. */
3284 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
3288 for (i
= 0; i
< 4; ++i
)
3290 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
3291 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
3296 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
3297 BOOL fixup
, DWORD mask
, char *swizzle_str
)
3299 if (shader_is_scalar(¶m
->reg
))
3300 *swizzle_str
= '\0';
3302 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
3305 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
3306 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
)
3308 if (dst_data_type
== src_data_type
)
3310 string_buffer_sprintf(dst_param
, "%s", src_param
);
3314 if (src_data_type
== WINED3D_DATA_FLOAT
)
3316 switch (dst_data_type
)
3318 case WINED3D_DATA_INT
:
3319 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
3321 case WINED3D_DATA_RESOURCE
:
3322 case WINED3D_DATA_SAMPLER
:
3323 case WINED3D_DATA_UINT
:
3324 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
3331 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3333 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
3337 if (src_data_type
== WINED3D_DATA_INT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3339 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
3343 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
3344 string_buffer_sprintf(dst_param
, "%s", src_param
);
3347 /* From a given parameter token, generate the corresponding GLSL string.
3348 * Also, return the actual register name and swizzle in case the
3349 * caller needs this information as well. */
3350 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instruction
*ins
,
3351 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
3352 enum wined3d_data_type data_type
)
3354 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3355 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3356 enum wined3d_data_type param_data_type
;
3357 BOOL is_color
= FALSE
;
3358 char swizzle_str
[6];
3360 glsl_src
->reg_name
[0] = '\0';
3361 glsl_src
->param_str
[0] = '\0';
3362 swizzle_str
[0] = '\0';
3364 shader_glsl_get_register_name(&wined3d_src
->reg
, data_type
, glsl_src
->reg_name
, &is_color
, ins
);
3365 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3367 switch (wined3d_src
->reg
.type
)
3369 case WINED3DSPR_IMMCONST
:
3370 param_data_type
= data_type
;
3372 case WINED3DSPR_FORKINSTID
:
3373 case WINED3DSPR_GSINSTID
:
3374 case WINED3DSPR_JOININSTID
:
3375 case WINED3DSPR_LOCALTHREADID
:
3376 case WINED3DSPR_LOCALTHREADINDEX
:
3377 case WINED3DSPR_OUTPOINTID
:
3378 case WINED3DSPR_PRIMID
:
3379 case WINED3DSPR_THREADGROUPID
:
3380 case WINED3DSPR_THREADID
:
3381 param_data_type
= WINED3D_DATA_INT
;
3384 param_data_type
= WINED3D_DATA_FLOAT
;
3388 shader_glsl_sprintf_cast(reg_name
, glsl_src
->reg_name
, data_type
, param_data_type
);
3389 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
->buffer
, swizzle_str
, glsl_src
->param_str
);
3391 string_buffer_release(priv
->string_buffers
, reg_name
);
3394 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3395 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3397 shader_glsl_add_src_param_ext(ins
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3400 /* From a given parameter token, generate the corresponding GLSL string.
3401 * Also, return the actual register name and swizzle in case the
3402 * caller needs this information as well. */
3403 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3404 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3406 BOOL is_color
= FALSE
;
3408 glsl_dst
->mask_str
[0] = '\0';
3409 glsl_dst
->reg_name
[0] = '\0';
3411 shader_glsl_get_register_name(&wined3d_dst
->reg
, wined3d_dst
->reg
.data_type
,
3412 glsl_dst
->reg_name
, &is_color
, ins
);
3413 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3416 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3417 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3418 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3419 enum wined3d_data_type data_type
)
3421 struct glsl_dst_param glsl_dst
;
3424 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3428 case WINED3D_DATA_FLOAT
:
3429 shader_addline(buffer
, "%s%s = %s(",
3430 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3432 case WINED3D_DATA_INT
:
3433 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3434 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3436 case WINED3D_DATA_RESOURCE
:
3437 case WINED3D_DATA_SAMPLER
:
3438 case WINED3D_DATA_UINT
:
3439 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3440 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3443 FIXME("Unhandled data type %#x.\n", data_type
);
3444 shader_addline(buffer
, "%s%s = %s(",
3445 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3453 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3454 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3456 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3459 /** Process GLSL instruction modifiers */
3460 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3462 struct glsl_dst_param dst_param
;
3465 if (!ins
->dst_count
) return;
3467 modifiers
= ins
->dst
[0].modifiers
;
3468 if (!modifiers
) return;
3470 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3472 if (modifiers
& WINED3DSPDM_SATURATE
)
3474 /* _SAT means to clamp the value of the register to between 0 and 1 */
3475 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3476 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3479 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3481 FIXME("_centroid modifier not handled\n");
3484 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3486 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3490 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3494 case WINED3D_SHADER_REL_OP_GT
: return ">";
3495 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3496 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3497 case WINED3D_SHADER_REL_OP_LT
: return "<";
3498 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3499 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3501 FIXME("Unrecognized operator %#x.\n", op
);
3506 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
)
3508 return shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3511 static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type
,
3512 unsigned int *coord_size
, unsigned int *deriv_size
)
3514 const BOOL is_array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3515 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3517 *coord_size
= resource_type_info
[resource_type
].coord_size
;
3518 *deriv_size
= *coord_size
;
3523 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3524 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
3526 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3527 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3528 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3529 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3530 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3531 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3532 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3533 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3534 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3535 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3536 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3537 const char *base
= "texture", *type_part
= "", *suffix
= "";
3538 unsigned int coord_size
, deriv_size
;
3540 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3542 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3544 ERR("Unexpected resource type %#x.\n", resource_type
);
3545 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3548 /* Note that there's no such thing as a projected cube texture. */
3549 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3552 if (needs_legacy_glsl_syntax(gl_info
))
3557 type_part
= resource_type_info
[resource_type
].type_part
;
3558 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3559 type_part
= "2DRect";
3560 if (!type_part
[0] && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
)
3561 FIXME("Unhandled resource type %#x.\n", resource_type
);
3563 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
))
3565 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3568 FIXME("Unsupported grad function.\n");
3572 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3574 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3575 if (flags
& ~texel_fetch_flags
)
3576 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3578 base
= "texelFetch";
3582 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3583 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3584 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3586 shader_glsl_get_coord_size(resource_type
, &coord_size
, &deriv_size
);
3589 sample_function
->offset_size
= offset
? deriv_size
: 0;
3590 sample_function
->coord_mask
= (1u << coord_size
) - 1;
3591 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
3592 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3595 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3596 struct glsl_sample_function
*sample_function
)
3598 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3600 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3603 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3604 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3606 switch(channel_source
)
3608 case CHANNEL_SOURCE_ZERO
:
3609 strcat(arguments
, "0.0");
3612 case CHANNEL_SOURCE_ONE
:
3613 strcat(arguments
, "1.0");
3616 case CHANNEL_SOURCE_X
:
3617 strcat(arguments
, reg_name
);
3618 strcat(arguments
, ".x");
3621 case CHANNEL_SOURCE_Y
:
3622 strcat(arguments
, reg_name
);
3623 strcat(arguments
, ".y");
3626 case CHANNEL_SOURCE_Z
:
3627 strcat(arguments
, reg_name
);
3628 strcat(arguments
, ".z");
3631 case CHANNEL_SOURCE_W
:
3632 strcat(arguments
, reg_name
);
3633 strcat(arguments
, ".w");
3637 FIXME("Unhandled channel source %#x\n", channel_source
);
3638 strcat(arguments
, "undefined");
3642 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3645 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3646 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3648 unsigned int mask_size
, remaining
;
3649 DWORD fixup_mask
= 0;
3650 char arguments
[256];
3653 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3654 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3655 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3656 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3657 if (!(mask
&= fixup_mask
))
3660 if (is_complex_fixup(fixup
))
3662 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3663 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3667 shader_glsl_write_mask_to_str(mask
, mask_str
);
3668 mask_size
= shader_glsl_get_write_mask_size(mask
);
3670 arguments
[0] = '\0';
3671 remaining
= mask_size
;
3672 if (mask
& WINED3DSP_WRITEMASK_0
)
3674 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3675 if (--remaining
) strcat(arguments
, ", ");
3677 if (mask
& WINED3DSP_WRITEMASK_1
)
3679 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3680 if (--remaining
) strcat(arguments
, ", ");
3682 if (mask
& WINED3DSP_WRITEMASK_2
)
3684 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3685 if (--remaining
) strcat(arguments
, ", ");
3687 if (mask
& WINED3DSP_WRITEMASK_3
)
3689 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3690 if (--remaining
) strcat(arguments
, ", ");
3694 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3696 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3699 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3704 shader_glsl_get_register_name(&ins
->dst
[0].reg
, ins
->dst
[0].reg
.data_type
, reg_name
, &is_color
, ins
);
3705 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
3708 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3709 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3710 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3711 const char *coord_reg_fmt
, ...)
3713 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3714 char dst_swizzle
[6];
3715 struct color_fixup_desc fixup
;
3716 BOOL np2_fixup
= FALSE
;
3720 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3722 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3723 * We actually rely on it for vertex shaders and SM4+. */
3724 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3726 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3727 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3729 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3734 fixup
= COLOR_FIXUP_IDENTITY
;
3737 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3739 if (sample_function
->output_single_component
)
3740 shader_addline(ins
->ctx
->buffer
, "vec4(");
3742 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3743 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3747 va_start(args
, coord_reg_fmt
);
3748 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3752 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3758 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3759 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3761 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3764 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3765 idx
>> 1, (idx
% 2) ? "z" : "x");
3768 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3769 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3772 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3773 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3776 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3777 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3782 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3784 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3785 if (sample_function
->offset_size
)
3787 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3788 shader_addline(ins
->ctx
->buffer
, ", ");
3789 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3791 shader_addline(ins
->ctx
->buffer
, ")");
3793 if (sample_function
->output_single_component
)
3794 shader_addline(ins
->ctx
->buffer
, ")");
3796 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3798 if (!is_identity_fixup(fixup
))
3799 shader_glsl_color_correction(ins
, fixup
);
3802 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
)
3804 /* Write the final position.
3806 * OpenGL coordinates specify the center of the pixel while D3D coords
3807 * specify the corner. The offsets are stored in z and w in
3808 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3809 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3811 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3812 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3814 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3817 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3818 * shaders are run before the homogeneous divide, so we have to take the w
3819 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3821 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3824 /*****************************************************************************
3825 * Begin processing individual instruction opcodes
3826 ****************************************************************************/
3828 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3830 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3831 struct glsl_src_param src0_param
;
3832 struct glsl_src_param src1_param
;
3836 /* Determine the GLSL operator to use based on the opcode */
3837 switch (ins
->handler_idx
)
3839 case WINED3DSIH_ADD
: op
= "+"; break;
3840 case WINED3DSIH_AND
: op
= "&"; break;
3841 case WINED3DSIH_DIV
: op
= "/"; break;
3842 case WINED3DSIH_IADD
: op
= "+"; break;
3843 case WINED3DSIH_ISHL
: op
= "<<"; break;
3844 case WINED3DSIH_ISHR
: op
= ">>"; break;
3845 case WINED3DSIH_MUL
: op
= "*"; break;
3846 case WINED3DSIH_OR
: op
= "|"; break;
3847 case WINED3DSIH_SUB
: op
= "-"; break;
3848 case WINED3DSIH_USHR
: op
= ">>"; break;
3849 case WINED3DSIH_XOR
: op
= "^"; break;
3851 op
= "<unhandled operator>";
3852 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3856 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3857 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3858 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3859 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3862 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3864 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3865 struct glsl_src_param src0_param
;
3866 struct glsl_src_param src1_param
;
3867 unsigned int mask_size
;
3871 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3872 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3873 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3874 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3878 switch (ins
->handler_idx
)
3880 case WINED3DSIH_EQ
: op
= "equal"; break;
3881 case WINED3DSIH_IEQ
: op
= "equal"; break;
3882 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3883 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3884 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3885 case WINED3DSIH_LT
: op
= "lessThan"; break;
3886 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3887 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3888 case WINED3DSIH_NE
: op
= "notEqual"; break;
3889 case WINED3DSIH_INE
: op
= "notEqual"; break;
3891 op
= "<unhandled operator>";
3892 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3896 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3897 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3901 switch (ins
->handler_idx
)
3903 case WINED3DSIH_EQ
: op
= "=="; break;
3904 case WINED3DSIH_IEQ
: op
= "=="; break;
3905 case WINED3DSIH_GE
: op
= ">="; break;
3906 case WINED3DSIH_IGE
: op
= ">="; break;
3907 case WINED3DSIH_UGE
: op
= ">="; break;
3908 case WINED3DSIH_LT
: op
= "<"; break;
3909 case WINED3DSIH_ILT
: op
= "<"; break;
3910 case WINED3DSIH_ULT
: op
= "<"; break;
3911 case WINED3DSIH_NE
: op
= "!="; break;
3912 case WINED3DSIH_INE
: op
= "!="; break;
3914 op
= "<unhandled operator>";
3915 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3919 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3920 src0_param
.param_str
, op
, src1_param
.param_str
);
3924 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3926 struct glsl_src_param src_param
;
3930 switch (ins
->handler_idx
)
3932 case WINED3DSIH_INEG
: op
= "-"; break;
3933 case WINED3DSIH_NOT
: op
= "~"; break;
3935 op
= "<unhandled operator>";
3936 ERR("Unhandled opcode %s.\n",
3937 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3941 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3942 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3943 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3946 static void shader_glsl_mul_extended(const struct wined3d_shader_instruction
*ins
)
3948 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3949 struct glsl_src_param src0_param
;
3950 struct glsl_src_param src1_param
;
3953 /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
3954 * If not, we can emulate it. */
3955 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3956 FIXME("64-bit integer multiplies not implemented.\n");
3958 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3960 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3961 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3962 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3964 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3965 src0_param
.param_str
, src1_param
.param_str
);
3969 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3971 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3972 struct glsl_src_param src0_param
, src1_param
;
3975 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3977 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3981 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3982 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3983 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3984 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3985 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3987 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3988 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3989 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3990 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3992 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3993 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3997 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3998 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3999 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4000 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
4003 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4005 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4006 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4007 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4008 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
4012 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
4013 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
4015 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4016 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4017 struct glsl_src_param src0_param
;
4020 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4021 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4023 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
4024 * shader versions WINED3DSIO_MOVA is used for this. */
4025 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
4026 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
4027 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
4029 /* This is a simple floor() */
4030 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4031 if (mask_size
> 1) {
4032 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
4034 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
4037 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
4039 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4041 if (shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
4044 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
4046 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
4051 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
4052 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
4054 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
4055 src0_param
.param_str
, src0_param
.param_str
);
4060 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
4064 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
4065 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
4067 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4068 struct glsl_src_param src0_param
;
4069 struct glsl_src_param src1_param
;
4070 DWORD dst_write_mask
, src_write_mask
;
4071 unsigned int dst_size
;
4073 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4074 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4076 /* dp4 works on vec4, dp3 on vec3, etc. */
4077 if (ins
->handler_idx
== WINED3DSIH_DP4
)
4078 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
4079 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
4080 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4082 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
4084 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
4085 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
4088 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
4090 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
4094 /* Note that this instruction has some restrictions. The destination write mask
4095 * can't contain the w component, and the source swizzles have to be .xyzw */
4096 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
4098 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4099 struct glsl_src_param src0_param
;
4100 struct glsl_src_param src1_param
;
4103 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4104 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4105 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4106 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4107 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
4110 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
4112 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4115 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
4117 FIXME("Unhandled primitive stream %u.\n", stream
);
4120 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
4121 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
4122 * GLSL uses the value as-is. */
4123 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
4125 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4126 struct glsl_src_param src0_param
;
4127 struct glsl_src_param src1_param
;
4128 DWORD dst_write_mask
;
4129 unsigned int dst_size
;
4131 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4132 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4134 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4135 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4139 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
4140 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4144 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
4145 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4149 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
4150 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
4152 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4153 struct glsl_src_param src_param
;
4154 const char *instruction
;
4158 /* Determine the GLSL function to use based on the opcode */
4159 /* TODO: Possibly make this a table for faster lookups */
4160 switch (ins
->handler_idx
)
4162 case WINED3DSIH_ABS
: instruction
= "abs"; break;
4163 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
4164 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
4165 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
4166 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
4167 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
4168 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
4169 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
4170 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
4171 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
4172 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
4173 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
4174 case WINED3DSIH_FRC
: instruction
= "fract"; break;
4175 case WINED3DSIH_IMAX
: instruction
= "max"; break;
4176 case WINED3DSIH_IMIN
: instruction
= "min"; break;
4177 case WINED3DSIH_MAX
: instruction
= "max"; break;
4178 case WINED3DSIH_MIN
: instruction
= "min"; break;
4179 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
4180 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
4181 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
4182 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
4183 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
4184 case WINED3DSIH_UMAX
: instruction
= "max"; break;
4185 case WINED3DSIH_UMIN
: instruction
= "min"; break;
4186 default: instruction
= "";
4187 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4191 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4193 /* In D3D bits are numbered from the most significant bit. */
4194 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
4195 shader_addline(buffer
, "31 - ");
4196 shader_addline(buffer
, "%s(", instruction
);
4200 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4201 shader_addline(buffer
, "%s", src_param
.param_str
);
4202 for (i
= 1; i
< ins
->src_count
; ++i
)
4204 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
4205 shader_addline(buffer
, ", %s", src_param
.param_str
);
4209 shader_addline(buffer
, "));\n");
4212 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
4214 struct wined3d_shader_dst_param dst
;
4215 struct glsl_src_param src
;
4220 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
4221 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
4224 for (i
= 0; i
< 4; ++i
)
4226 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4227 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
4228 &dst
, dst
.reg
.data_type
)))
4231 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
4232 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
4236 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
4238 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4239 struct wined3d_shader_dst_param dst
;
4240 struct glsl_src_param src
[4];
4241 const char *instruction
;
4242 BOOL tmp_dst
= FALSE
;
4247 switch (ins
->handler_idx
)
4249 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
4250 case WINED3DSIH_IBFE
: instruction
= "bitfieldExtract"; break;
4251 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
4253 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
4257 for (i
= 0; i
< ins
->src_count
; ++i
)
4259 if (ins
->dst
[0].reg
.idx
[0].offset
== ins
->src
[i
].reg
.idx
[0].offset
4260 && ins
->dst
[0].reg
.type
== ins
->src
[i
].reg
.type
)
4265 for (i
= 0; i
< 4; ++i
)
4267 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4268 if (tmp_dst
&& (write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4269 shader_addline(buffer
, "tmp0%s = %sBitsToFloat(", mask_char
,
4270 dst
.reg
.data_type
== WINED3D_DATA_INT
? "int" : "uint");
4271 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4274 for (j
= 0; j
< ins
->src_count
; ++j
)
4275 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
4276 shader_addline(buffer
, "%s(", instruction
);
4277 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
4278 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
4279 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
4284 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
4285 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4286 shader_addline(buffer
, "tmp0%s);\n", mask_char
);
4290 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
4292 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
4294 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4295 struct glsl_src_param src_param
;
4296 unsigned int mask_size
;
4300 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
4301 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4302 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4304 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
4305 src_param
.param_str
, src_param
.param_str
);
4306 shader_glsl_append_dst(buffer
, ins
);
4310 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
4311 mask_size
, src_param
.param_str
);
4315 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
4316 src_param
.param_str
);
4320 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
4322 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4323 ins
->ctx
->reg_maps
->shader_version
.minor
);
4324 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4325 struct glsl_src_param src0_param
;
4326 const char *prefix
, *suffix
;
4327 unsigned int dst_size
;
4328 DWORD dst_write_mask
;
4330 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4331 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4333 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
4334 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
4336 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
4338 switch (ins
->handler_idx
)
4340 case WINED3DSIH_EXP
:
4341 case WINED3DSIH_EXPP
:
4346 case WINED3DSIH_LOG
:
4347 case WINED3DSIH_LOGP
:
4348 prefix
= "log2(abs(";
4352 case WINED3DSIH_RCP
:
4357 case WINED3DSIH_RSQ
:
4358 prefix
= "inversesqrt(abs(";
4365 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4369 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
4370 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
4372 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
4375 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4376 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4377 * dst.x = 2^(floor(src))
4378 * dst.y = src - floor(src)
4379 * dst.z = 2^src (partial precision is allowed, but optional)
4381 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4382 * dst = 2^src; (partial precision is allowed, but optional)
4384 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4386 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4388 struct glsl_src_param src_param
;
4391 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4393 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4394 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4395 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4396 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4398 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4399 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4400 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4404 shader_glsl_scalar_op(ins
);
4407 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4408 const char *vector_constructor
, const char *scalar_constructor
)
4410 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4411 struct glsl_src_param src_param
;
4412 unsigned int mask_size
;
4415 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4416 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4417 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4420 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4422 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4425 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4427 shader_glsl_cast(ins
, "ivec", "int");
4430 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4432 shader_glsl_cast(ins
, "uvec", "uint");
4435 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4437 shader_glsl_cast(ins
, "vec", "float");
4440 /** Process signed comparison opcodes in GLSL. */
4441 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4443 struct glsl_src_param src0_param
;
4444 struct glsl_src_param src1_param
;
4446 unsigned int mask_size
;
4448 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4449 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4450 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4451 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4453 if (mask_size
> 1) {
4454 const char *compare
;
4456 switch(ins
->handler_idx
)
4458 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4459 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4460 default: compare
= "";
4461 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4464 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4465 src0_param
.param_str
, src1_param
.param_str
);
4467 switch(ins
->handler_idx
)
4469 case WINED3DSIH_SLT
:
4470 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4471 * to return 0.0 but step returns 1.0 because step is not < x
4472 * An alternative is a bvec compare padded with an unused second component.
4473 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4474 * issue. Playing with not() is not possible either because not() does not accept
4477 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4478 src0_param
.param_str
, src1_param
.param_str
);
4480 case WINED3DSIH_SGE
:
4481 /* Here we can use the step() function and safe a conditional */
4482 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4485 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4491 static void shader_glsl_swapc(const struct wined3d_shader_instruction
*ins
)
4493 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4494 struct wined3d_shader_dst_param dst
[2];
4495 struct glsl_src_param src
[3];
4496 unsigned int i
, j
, k
;
4501 for (i
= 0; i
< ins
->dst_count
; ++i
)
4504 for (j
= 0; j
< ins
->src_count
; ++j
)
4506 if (ins
->dst
[i
].reg
.idx
[0].offset
== ins
->src
[j
].reg
.idx
[0].offset
4507 && ins
->dst
[i
].reg
.type
== ins
->src
[j
].reg
.type
)
4512 dst
[0] = ins
->dst
[0];
4513 dst
[1] = ins
->dst
[1];
4514 for (i
= 0; i
< 4; ++i
)
4516 for (j
= 0; j
< ARRAY_SIZE(dst
); ++j
)
4518 dst
[j
].write_mask
= ins
->dst
[j
].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4519 if (tmp_dst
[j
] && (write_mask
= shader_glsl_get_write_mask(&dst
[j
], mask_char
)))
4520 shader_addline(buffer
, "tmp%u%s = (", j
, mask_char
);
4521 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
[j
], dst
[j
].reg
.data_type
)))
4524 for (k
= 0; k
< ARRAY_SIZE(src
); ++k
)
4525 shader_glsl_add_src_param(ins
, &ins
->src
[k
], write_mask
, &src
[k
]);
4527 shader_addline(buffer
, "%sbool(%s) ? %s : %s);\n", !j
? "!" : "",
4528 src
[0].param_str
, src
[1].param_str
, src
[2].param_str
);
4532 for (i
= 0; i
< ARRAY_SIZE(tmp_dst
); ++i
)
4536 shader_glsl_get_write_mask(&ins
->dst
[i
], mask_char
);
4537 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[i
], ins
->dst
[i
].reg
.data_type
);
4538 shader_addline(buffer
, "tmp%u%s);\n", i
, mask_char
);
4543 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4545 const char *condition_prefix
, *condition_suffix
;
4546 struct wined3d_shader_dst_param dst
;
4547 struct glsl_src_param src0_param
;
4548 struct glsl_src_param src1_param
;
4549 struct glsl_src_param src2_param
;
4550 BOOL temp_destination
= FALSE
;
4551 DWORD cmp_channel
= 0;
4556 switch (ins
->handler_idx
)
4558 case WINED3DSIH_CMP
:
4559 condition_prefix
= "";
4560 condition_suffix
= " >= 0.0";
4563 case WINED3DSIH_CND
:
4564 condition_prefix
= "";
4565 condition_suffix
= " > 0.5";
4568 case WINED3DSIH_MOVC
:
4569 condition_prefix
= "bool(";
4570 condition_suffix
= ")";
4574 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4575 condition_prefix
= "<unhandled prefix>";
4576 condition_suffix
= "<unhandled suffix>";
4580 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4582 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4583 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4584 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4585 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4587 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4588 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4589 src1_param
.param_str
, src2_param
.param_str
);
4595 /* Splitting the instruction up in multiple lines imposes a problem:
4596 * The first lines may overwrite source parameters of the following lines.
4597 * Deal with that by using a temporary destination register if needed. */
4598 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4599 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4600 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4601 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4602 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4603 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4604 temp_destination
= TRUE
;
4606 /* Cycle through all source0 channels. */
4607 for (i
= 0; i
< 4; ++i
)
4610 /* Find the destination channels which use the current source0 channel. */
4611 for (j
= 0; j
< 4; ++j
)
4613 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4615 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4616 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4619 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4621 if (temp_destination
)
4623 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4625 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4627 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4630 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4631 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4632 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4634 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4635 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4636 src1_param
.param_str
, src2_param
.param_str
);
4639 if (temp_destination
)
4641 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4642 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4643 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4647 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4648 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4649 * the compare is done per component of src0. */
4650 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4652 struct glsl_src_param src0_param
;
4653 struct glsl_src_param src1_param
;
4654 struct glsl_src_param src2_param
;
4656 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4657 ins
->ctx
->reg_maps
->shader_version
.minor
);
4659 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4661 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4662 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4663 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4664 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4666 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4667 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4669 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4670 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4674 shader_glsl_conditional_move(ins
);
4677 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4678 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4680 struct glsl_src_param src0_param
;
4681 struct glsl_src_param src1_param
;
4682 struct glsl_src_param src2_param
;
4685 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4686 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4687 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4688 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4689 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4690 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4693 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4694 Vertex shaders to GLSL codes */
4695 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4698 int nComponents
= 0;
4699 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4700 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4701 struct wined3d_shader_instruction tmp_ins
;
4703 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4705 /* Set constants for the temporary argument */
4706 tmp_ins
.ctx
= ins
->ctx
;
4707 tmp_ins
.dst_count
= 1;
4708 tmp_ins
.dst
= &tmp_dst
;
4709 tmp_ins
.src_count
= 2;
4710 tmp_ins
.src
= tmp_src
;
4712 switch(ins
->handler_idx
)
4714 case WINED3DSIH_M4x4
:
4716 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4718 case WINED3DSIH_M4x3
:
4720 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4722 case WINED3DSIH_M3x4
:
4724 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4726 case WINED3DSIH_M3x3
:
4728 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4730 case WINED3DSIH_M3x2
:
4732 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4738 tmp_dst
= ins
->dst
[0];
4739 tmp_src
[0] = ins
->src
[0];
4740 tmp_src
[1] = ins
->src
[1];
4741 for (i
= 0; i
< nComponents
; ++i
)
4743 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4744 shader_glsl_dot(&tmp_ins
);
4745 ++tmp_src
[1].reg
.idx
[0].offset
;
4750 The LRP instruction performs a component-wise linear interpolation
4751 between the second and third operands using the first operand as the
4752 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4753 This is equivalent to mix(src2, src1, src0);
4755 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4757 struct glsl_src_param src0_param
;
4758 struct glsl_src_param src1_param
;
4759 struct glsl_src_param src2_param
;
4762 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4764 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4765 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4766 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4768 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4769 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4772 /** Process the WINED3DSIO_LIT instruction in GLSL:
4773 * dst.x = dst.w = 1.0
4774 * dst.y = (src0.x > 0) ? src0.x
4775 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4776 * where src.w is clamped at +- 128
4778 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4780 struct glsl_src_param src0_param
;
4781 struct glsl_src_param src1_param
;
4782 struct glsl_src_param src3_param
;
4785 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4786 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4788 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4789 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4790 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4792 /* The sdk specifies the instruction like this
4794 * if(src.x > 0.0) dst.y = src.x
4796 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4799 * (where power = src.w clamped between -128 and 128)
4801 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4802 * dst.x = 1.0 ... No further explanation needed
4803 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4804 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4805 * dst.w = 1.0. ... Nothing fancy.
4807 * So we still have one conditional in there. So do this:
4808 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4810 * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
4811 * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
4812 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4814 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4815 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4816 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4818 shader_addline(ins
->ctx
->buffer
,
4819 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4820 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4821 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4822 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4825 /** Process the WINED3DSIO_DST instruction in GLSL:
4827 * dst.y = src0.x * src0.y
4831 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4833 struct glsl_src_param src0y_param
;
4834 struct glsl_src_param src0z_param
;
4835 struct glsl_src_param src1y_param
;
4836 struct glsl_src_param src1w_param
;
4839 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4840 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4842 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4843 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4844 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4845 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4847 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4848 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4851 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4852 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4853 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4855 * dst.x = cos(src0.?)
4856 * dst.y = sin(src0.?)
4860 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4862 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4863 struct glsl_src_param src0_param
;
4866 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4868 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4870 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4873 case WINED3DSP_WRITEMASK_0
:
4874 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4877 case WINED3DSP_WRITEMASK_1
:
4878 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4881 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4882 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4883 src0_param
.param_str
, src0_param
.param_str
);
4887 ERR("Write mask should be .x, .y or .xy\n");
4894 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4897 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4901 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4902 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4903 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4905 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4906 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4907 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4909 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4910 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4914 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4915 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4916 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4919 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4921 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4922 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4923 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4927 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4928 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4929 * generate invalid code
4931 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4933 struct glsl_src_param src0_param
;
4936 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4937 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4939 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4942 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4943 * Start a for() loop where src1.y is the initial value of aL,
4944 * increment aL by src1.z for a total of src1.x iterations.
4945 * Need to use a temporary variable for this operation.
4947 /* FIXME: I don't think nested loops will work correctly this way. */
4948 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4950 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4951 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4952 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4953 const struct wined3d_shader_lconst
*constant
;
4954 struct glsl_src_param src1_param
;
4955 const DWORD
*control_values
= NULL
;
4957 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4959 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
4961 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4962 * class hardware doesn't support real varying indexing, but Microsoft
4963 * designed this feature for Shader model 2.x+. If the loop control is
4964 * known at compile time, the GLSL compiler can unroll the loop, and
4965 * replace indirect addressing with direct addressing. */
4966 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4968 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4970 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4972 control_values
= constant
->value
;
4980 struct wined3d_shader_loop_control loop_control
;
4981 loop_control
.count
= control_values
[0];
4982 loop_control
.start
= control_values
[1];
4983 loop_control
.step
= (int)control_values
[2];
4985 if (loop_control
.step
> 0)
4987 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4988 state
->current_loop_depth
, loop_control
.start
,
4989 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4990 state
->current_loop_depth
, loop_control
.step
);
4992 else if (loop_control
.step
< 0)
4994 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4995 state
->current_loop_depth
, loop_control
.start
,
4996 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4997 state
->current_loop_depth
, loop_control
.step
);
5001 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
5002 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
5003 state
->current_loop_depth
, loop_control
.count
,
5004 state
->current_loop_depth
);
5009 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
5010 state
->current_loop_depth
, state
->current_loop_reg
,
5011 src1_param
.reg_name
, state
->current_loop_depth
, src1_param
.reg_name
,
5012 state
->current_loop_depth
, state
->current_loop_reg
, src1_param
.reg_name
);
5015 ++state
->current_loop_reg
;
5019 shader_addline(buffer
, "for (;;)\n{\n");
5022 ++state
->current_loop_depth
;
5025 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
5027 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
5029 shader_addline(ins
->ctx
->buffer
, "}\n");
5031 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5033 --state
->current_loop_depth
;
5034 --state
->current_loop_reg
;
5037 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
5039 --state
->current_loop_depth
;
5043 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
5045 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
5046 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
5047 const struct wined3d_shader_lconst
*constant
;
5048 struct glsl_src_param src0_param
;
5049 const DWORD
*control_values
= NULL
;
5051 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
5052 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
5054 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
5056 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
5058 control_values
= constant
->value
;
5066 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
5067 state
->current_loop_depth
, state
->current_loop_depth
,
5068 control_values
[0], state
->current_loop_depth
);
5072 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5073 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
5074 state
->current_loop_depth
, state
->current_loop_depth
,
5075 src0_param
.param_str
, state
->current_loop_depth
);
5078 ++state
->current_loop_depth
;
5081 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
5083 struct glsl_src_param src0_param
;
5085 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5086 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
5089 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
5091 struct glsl_src_param src0_param
;
5093 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5094 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
5097 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
5099 shader_addline(ins
->ctx
->buffer
, "default:\n");
5102 static void shader_glsl_generate_conditional_op(const struct wined3d_shader_instruction
*ins
,
5105 struct glsl_src_param src_param
;
5106 const char *condition
;
5108 condition
= ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
? "bool" : "!bool";
5109 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5110 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) %s\n", condition
, src_param
.param_str
, op
);
5113 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
5115 shader_glsl_generate_conditional_op(ins
, "{");
5118 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
5120 struct glsl_src_param src0_param
;
5121 struct glsl_src_param src1_param
;
5123 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5124 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5126 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
5127 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5130 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
5132 shader_addline(ins
->ctx
->buffer
, "} else {\n");
5135 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
5137 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
5139 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
5140 if (!ins
->ctx
->gl_info
->supported
[ARB_CLIP_CONTROL
])
5141 shader_glsl_fixup_position(ins
->ctx
->buffer
);
5144 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
5146 FIXME("Unhandled primitive stream %u.\n", stream
);
5149 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
5151 shader_addline(ins
->ctx
->buffer
, "break;\n");
5154 /* FIXME: According to MSDN the compare is done per component. */
5155 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
5157 struct glsl_src_param src0_param
;
5158 struct glsl_src_param src1_param
;
5160 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5161 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5163 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
5164 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5167 static void shader_glsl_conditional_op(const struct wined3d_shader_instruction
*ins
)
5171 switch (ins
->handler_idx
)
5173 case WINED3DSIH_BREAKP
: op
= "break;"; break;
5174 case WINED3DSIH_CONTINUEP
: op
= "continue;"; break;
5175 case WINED3DSIH_RETP
: op
= "return;"; break;
5177 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5181 shader_glsl_generate_conditional_op(ins
, op
);
5184 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
5186 shader_addline(ins
->ctx
->buffer
, "continue;\n");
5189 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
5191 shader_addline(ins
->ctx
->buffer
, "}\n");
5192 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
5194 /* Subroutines appear at the end of the shader. */
5195 ins
->ctx
->state
->in_subroutine
= TRUE
;
5198 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
5200 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
5203 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
5205 struct glsl_src_param src1_param
;
5207 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5208 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
5209 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
5212 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
5214 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
5216 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
5218 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5219 shader_addline(ins
->ctx
->buffer
, "return;\n");
5223 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
5225 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
5226 ins
->ctx
->reg_maps
->shader_version
.minor
);
5227 struct glsl_sample_function sample_function
;
5228 DWORD sample_flags
= 0;
5230 DWORD mask
= 0, swizzle
;
5231 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5233 /* 1.0-1.4: Use destination register as sampler source.
5234 * 2.0+: Use provided sampler source. */
5235 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5236 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5238 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5240 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5242 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5243 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5244 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5246 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
5247 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5249 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5250 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5252 case WINED3D_TTFF_COUNT1
:
5253 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5255 case WINED3D_TTFF_COUNT2
:
5256 mask
= WINED3DSP_WRITEMASK_1
;
5258 case WINED3D_TTFF_COUNT3
:
5259 mask
= WINED3DSP_WRITEMASK_2
;
5261 case WINED3D_TTFF_COUNT4
:
5262 case WINED3D_TTFF_DISABLE
:
5263 mask
= WINED3DSP_WRITEMASK_3
;
5268 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5270 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5272 if (src_mod
== WINED3DSPSM_DZ
) {
5273 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5274 mask
= WINED3DSP_WRITEMASK_2
;
5275 } else if (src_mod
== WINED3DSPSM_DW
) {
5276 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5277 mask
= WINED3DSP_WRITEMASK_3
;
5282 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
5283 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5285 /* ps 2.0 texldp instruction always divides by the fourth component. */
5286 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5287 mask
= WINED3DSP_WRITEMASK_3
;
5291 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
5292 mask
|= sample_function
.coord_mask
;
5293 sample_function
.coord_mask
= mask
;
5295 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
5296 else swizzle
= ins
->src
[1].swizzle
;
5298 /* 1.0-1.3: Use destination register as coordinate source.
5299 1.4+: Use provided coordinate source register. */
5300 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5303 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5304 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5305 "T%u%s", resource_idx
, coord_mask
);
5309 struct glsl_src_param coord_param
;
5310 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
5311 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
5313 struct glsl_src_param bias
;
5314 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
5315 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
5316 NULL
, "%s", coord_param
.param_str
);
5318 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5319 "%s", coord_param
.param_str
);
5322 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5325 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
5327 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5328 struct glsl_src_param coord_param
, dx_param
, dy_param
;
5329 struct glsl_sample_function sample_function
;
5331 DWORD swizzle
= ins
->src
[1].swizzle
;
5333 if (!shader_glsl_has_core_grad(gl_info
) && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5335 FIXME("texldd used, but not supported by hardware. Falling back to regular tex.\n");
5336 shader_glsl_tex(ins
);
5340 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5342 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
5343 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5344 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
5345 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
5347 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
5348 NULL
, NULL
, "%s", coord_param
.param_str
);
5349 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5352 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
5354 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
5355 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5356 struct glsl_src_param coord_param
, lod_param
;
5357 struct glsl_sample_function sample_function
;
5358 DWORD swizzle
= ins
->src
[1].swizzle
;
5361 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5363 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
5364 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5366 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5368 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
)
5369 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5371 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
5372 * However, the NVIDIA drivers allow them in fragment shaders as well,
5373 * even without the appropriate extension. */
5374 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
5376 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
5377 "%s", coord_param
.param_str
);
5378 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5381 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
5382 unsigned int resource_idx
, unsigned int sampler_idx
)
5384 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
5387 for (i
= 0; i
< sampler_map
->count
; ++i
)
5389 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
5390 return entries
[i
].bind_idx
;
5393 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
5398 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
5400 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
5401 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
5402 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5403 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5404 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5405 struct glsl_src_param structure_idx
, offset
, data
, data2
;
5406 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5407 enum wined3d_shader_resource_type resource_type
;
5408 struct wined3d_string_buffer
*address
;
5409 enum wined3d_data_type data_type
;
5410 unsigned int resource_idx
, stride
;
5411 const char *op
, *resource
;
5415 resource_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
5416 is_tgsm
= ins
->dst
[is_imm_instruction
].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5419 if (resource_idx
>= reg_maps
->tgsm_count
)
5421 ERR("Invalid TGSM index %u.\n", resource_idx
);
5425 data_type
= WINED3D_DATA_UINT
;
5427 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5431 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5433 ERR("Invalid UAV index %u.\n", resource_idx
);
5436 resource_type
= reg_maps
->uav_resource_info
[resource_idx
].type
;
5437 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5439 ERR("Unexpected resource type %#x.\n", resource_type
);
5443 data_type
= reg_maps
->uav_resource_info
[resource_idx
].data_type
;
5444 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5445 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5448 switch (ins
->handler_idx
)
5450 case WINED3DSIH_ATOMIC_AND
:
5451 case WINED3DSIH_IMM_ATOMIC_AND
:
5455 op
= "imageAtomicAnd";
5457 case WINED3DSIH_ATOMIC_CMP_STORE
:
5458 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
5460 op
= "atomicCompSwap";
5462 op
= "imageAtomicCompSwap";
5464 case WINED3DSIH_ATOMIC_IADD
:
5465 case WINED3DSIH_IMM_ATOMIC_IADD
:
5469 op
= "imageAtomicAdd";
5471 case WINED3DSIH_ATOMIC_IMAX
:
5472 case WINED3DSIH_IMM_ATOMIC_IMAX
:
5476 op
= "imageAtomicMax";
5477 if (data_type
!= WINED3D_DATA_INT
)
5479 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5483 case WINED3DSIH_ATOMIC_IMIN
:
5484 case WINED3DSIH_IMM_ATOMIC_IMIN
:
5488 op
= "imageAtomicMin";
5489 if (data_type
!= WINED3D_DATA_INT
)
5491 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5495 case WINED3DSIH_ATOMIC_OR
:
5496 case WINED3DSIH_IMM_ATOMIC_OR
:
5500 op
= "imageAtomicOr";
5502 case WINED3DSIH_ATOMIC_UMAX
:
5503 case WINED3DSIH_IMM_ATOMIC_UMAX
:
5507 op
= "imageAtomicMax";
5508 if (data_type
!= WINED3D_DATA_UINT
)
5510 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5514 case WINED3DSIH_ATOMIC_UMIN
:
5515 case WINED3DSIH_IMM_ATOMIC_UMIN
:
5519 op
= "imageAtomicMin";
5520 if (data_type
!= WINED3D_DATA_UINT
)
5522 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5526 case WINED3DSIH_ATOMIC_XOR
:
5527 case WINED3DSIH_IMM_ATOMIC_XOR
:
5531 op
= "imageAtomicXor";
5533 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5535 op
= "atomicExchange";
5537 op
= "imageAtomicExchange";
5540 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5544 address
= string_buffer_get(priv
->string_buffers
);
5547 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5548 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &offset
);
5549 string_buffer_sprintf(address
, "%s * %u + %s / 4", structure_idx
.param_str
, stride
, offset
.param_str
);
5553 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &offset
);
5554 string_buffer_sprintf(address
, "%s", offset
.param_str
);
5555 if (is_tgsm
|| (reg_maps
->uav_resource_info
[resource_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
))
5556 shader_addline(address
, "/ 4");
5559 if (is_imm_instruction
)
5560 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5563 shader_addline(buffer
, "%s(%s_%s%u[%s], ",
5564 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5566 shader_addline(buffer
, "%s(%s_%s%u, %s, ",
5567 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5569 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data
, data_type
);
5570 shader_addline(buffer
, "%s", data
.param_str
);
5571 if (ins
->src_count
>= 3)
5573 shader_glsl_add_src_param_ext(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data2
, data_type
);
5574 shader_addline(buffer
, ", %s", data2
.param_str
);
5577 if (is_imm_instruction
)
5578 shader_addline(buffer
, ")");
5579 shader_addline(buffer
, ");\n");
5581 string_buffer_release(priv
->string_buffers
, address
);
5584 static void shader_glsl_uav_counter(const struct wined3d_shader_instruction
*ins
)
5586 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5589 if (ins
->handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
)
5590 op
= "atomicCounterIncrement";
5592 op
= "atomicCounterDecrement";
5594 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5595 shader_addline(ins
->ctx
->buffer
, "%s(%s_counter%u));\n", op
, prefix
, ins
->src
[0].reg
.idx
[0].offset
);
5598 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5600 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5601 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5602 enum wined3d_shader_resource_type resource_type
;
5603 struct glsl_src_param image_coord_param
;
5604 enum wined3d_data_type data_type
;
5605 DWORD coord_mask
, write_mask
;
5606 unsigned int uav_idx
;
5607 char dst_swizzle
[6];
5609 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5610 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5612 ERR("Invalid UAV index %u.\n", uav_idx
);
5615 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5616 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5618 ERR("Unexpected resource type %#x.\n", resource_type
);
5619 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5621 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5622 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5624 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5625 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5627 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5628 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5629 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5632 static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction
*ins
)
5634 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5635 const struct wined3d_shader_src_param
*src
= &ins
->src
[ins
->src_count
- 1];
5636 unsigned int i
, swizzle
, resource_idx
, bind_idx
, stride
, src_idx
= 0;
5637 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5638 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5639 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5640 struct glsl_src_param structure_idx
, offset
;
5641 struct wined3d_string_buffer
*address
;
5642 struct wined3d_shader_dst_param dst
;
5643 const char *function
, *resource
;
5645 resource_idx
= src
->reg
.idx
[0].offset
;
5646 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5648 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5650 ERR("Invalid resource index %u.\n", resource_idx
);
5653 stride
= reg_maps
->resource_info
[resource_idx
].stride
;
5654 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5655 function
= "texelFetch";
5656 resource
= "sampler";
5658 else if (src
->reg
.type
== WINED3DSPR_UAV
)
5660 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5662 ERR("Invalid UAV index %u.\n", resource_idx
);
5665 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5666 bind_idx
= resource_idx
;
5667 function
= "imageLoad";
5672 if (resource_idx
>= reg_maps
->tgsm_count
)
5674 ERR("Invalid TGSM index %u.\n", resource_idx
);
5677 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5678 bind_idx
= resource_idx
;
5683 address
= string_buffer_get(priv
->string_buffers
);
5684 if (ins
->handler_idx
== WINED3DSIH_LD_STRUCTURED
)
5686 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5687 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5689 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5690 shader_addline(address
, "%s / 4", offset
.param_str
);
5693 if (shader_glsl_get_write_mask_size(dst
.write_mask
) > 1)
5695 /* The instruction is split into multiple lines. The first lines may
5696 * overwrite source parameters of the following lines. */
5697 shader_addline(buffer
, "tmp0.x = intBitsToFloat(%s);\n", address
->buffer
);
5698 string_buffer_sprintf(address
, "floatBitsToInt(tmp0.x)");
5701 for (i
= 0; i
< 4; ++i
)
5703 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5704 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
))
5707 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5709 shader_addline(buffer
, "%s(%s_%s%u, %s + %u).x);\n",
5710 function
, prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5712 shader_addline(buffer
, "%s_%s%u[%s + %u]);\n",
5713 prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5716 string_buffer_release(priv
->string_buffers
, address
);
5719 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5721 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5722 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5723 struct glsl_src_param image_coord_param
, image_data_param
;
5724 enum wined3d_shader_resource_type resource_type
;
5725 enum wined3d_data_type data_type
;
5726 unsigned int uav_idx
;
5729 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5730 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5732 ERR("Invalid UAV index %u.\n", uav_idx
);
5735 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5736 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5738 ERR("Unexpected resource type %#x.\n", resource_type
);
5741 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5742 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5744 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5745 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5746 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5747 shader_glsl_get_prefix(version
->type
), uav_idx
,
5748 image_coord_param
.param_str
, image_data_param
.param_str
);
5751 static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction
*ins
)
5753 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5754 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5755 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5756 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5757 struct glsl_src_param structure_idx
, offset
, data
;
5758 unsigned int i
, resource_idx
, stride
, src_idx
= 0;
5759 struct wined3d_string_buffer
*address
;
5763 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5764 is_tgsm
= ins
->dst
[0].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5767 if (resource_idx
>= reg_maps
->tgsm_count
)
5769 ERR("Invalid TGSM index %u.\n", resource_idx
);
5772 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5776 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5778 ERR("Invalid UAV index %u.\n", resource_idx
);
5781 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5784 address
= string_buffer_get(priv
->string_buffers
);
5785 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5787 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5788 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5790 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5791 shader_addline(address
, "%s / 4", offset
.param_str
);
5793 for (i
= 0; i
< 4; ++i
)
5795 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5798 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5801 shader_addline(buffer
, "%s_g%u[%s + %u] = %s;\n",
5802 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5804 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5805 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5808 string_buffer_release(priv
->string_buffers
, address
);
5811 static void shader_glsl_sync(const struct wined3d_shader_instruction
*ins
)
5813 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5814 unsigned int sync_flags
= ins
->flags
;
5816 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
5818 shader_addline(buffer
, "barrier();\n");
5819 sync_flags
&= ~(WINED3DSSF_THREAD_GROUP
| WINED3DSSF_GROUP_SHARED_MEMORY
);
5822 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
5824 shader_addline(buffer
, "memoryBarrierShared();\n");
5825 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
5829 FIXME("Unhandled sync flags %#x.\n", sync_flags
);
5832 static const struct wined3d_shader_resource_info
*shader_glsl_get_resource_info(
5833 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_register
*reg
)
5835 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5836 unsigned int idx
= reg
->idx
[0].offset
;
5838 if (reg
->type
== WINED3DSPR_RESOURCE
)
5840 if (idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5842 ERR("Invalid resource index %u.\n", idx
);
5845 return ®_maps
->resource_info
[idx
];
5848 if (reg
->type
== WINED3DSPR_UAV
)
5850 if (idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5852 ERR("Invalid UAV index %u.\n", idx
);
5855 return ®_maps
->uav_resource_info
[idx
];
5858 FIXME("Unhandled register type %#x.\n", reg
->type
);
5862 static void shader_glsl_bufinfo(const struct wined3d_shader_instruction
*ins
)
5864 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5865 const struct wined3d_shader_resource_info
*resource_info
;
5866 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5867 unsigned int resource_idx
;
5868 char dst_swizzle
[6];
5871 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5872 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5874 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[0].reg
)))
5876 resource_idx
= ins
->src
[0].reg
.idx
[0].offset
;
5878 shader_addline(buffer
, "ivec2(");
5879 if (ins
->src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
5881 unsigned int bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5882 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5883 shader_addline(buffer
, "textureSize(%s_sampler%u)", prefix
, bind_idx
);
5887 shader_addline(buffer
, "imageSize(%s_image%u)", prefix
, resource_idx
);
5889 if (resource_info
->stride
)
5890 shader_addline(buffer
, " / %u", resource_info
->stride
);
5891 else if (resource_info
->flags
& WINED3D_VIEW_BUFFER_RAW
)
5892 shader_addline(buffer
, " * 4");
5893 shader_addline(buffer
, ", %u)%s);\n", resource_info
->stride
, dst_swizzle
);
5896 static BOOL
is_multisampled(enum wined3d_shader_resource_type resource_type
)
5898 return resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
5899 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
;
5902 static BOOL
is_mipmapped(enum wined3d_shader_resource_type resource_type
)
5904 return resource_type
!= WINED3D_SHADER_RESOURCE_BUFFER
&& !is_multisampled(resource_type
);
5907 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5909 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5910 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5911 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5912 enum wined3d_shader_resource_type resource_type
;
5913 enum wined3d_shader_register_type reg_type
;
5914 unsigned int resource_idx
, bind_idx
, i
;
5915 enum wined3d_data_type dst_data_type
;
5916 struct glsl_src_param lod_param
;
5917 BOOL supports_mipmaps
;
5918 char dst_swizzle
[6];
5921 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5922 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5923 dst_data_type
= WINED3D_DATA_UINT
;
5924 else if (ins
->flags
)
5925 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5927 reg_type
= ins
->src
[1].reg
.type
;
5928 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5929 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5930 if (reg_type
== WINED3DSPR_RESOURCE
)
5932 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5933 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5934 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5938 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5939 bind_idx
= resource_idx
;
5942 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5944 ERR("Unexpected resource type %#x.\n", resource_type
);
5948 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], dst_data_type
);
5949 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5951 if (dst_data_type
== WINED3D_DATA_UINT
)
5952 shader_addline(buffer
, "uvec4(");
5954 shader_addline(buffer
, "vec4(");
5956 if (reg_type
== WINED3DSPR_RESOURCE
)
5958 shader_addline(buffer
, "textureSize(%s_sampler%u",
5959 shader_glsl_get_prefix(version
->type
), bind_idx
);
5963 shader_addline(buffer
, "imageSize(%s_image%u",
5964 shader_glsl_get_prefix(version
->type
), bind_idx
);
5967 supports_mipmaps
= is_mipmapped(resource_type
) && reg_type
!= WINED3DSPR_UAV
;
5968 if (supports_mipmaps
)
5969 shader_addline(buffer
, ", %s", lod_param
.param_str
);
5970 shader_addline(buffer
, "), ");
5972 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5973 shader_addline(buffer
, "0, ");
5975 if (supports_mipmaps
)
5977 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5979 shader_addline(buffer
, "textureQueryLevels(%s_sampler%u)",
5980 shader_glsl_get_prefix(version
->type
), bind_idx
);
5984 FIXME("textureQueryLevels is not supported, returning 1 level.\n");
5985 shader_addline(buffer
, "1");
5990 shader_addline(buffer
, "1");
5993 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
5996 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
5998 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5999 struct glsl_src_param coord_param
, lod_param
, sample_param
;
6000 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6001 struct glsl_sample_function sample_function
;
6002 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
6005 if (wined3d_shader_instruction_has_texel_offset(ins
))
6006 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6008 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6009 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
6011 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
6013 ERR("Invalid resource index %u.\n", resource_idx
);
6016 has_lod_param
= is_mipmapped(reg_maps
->resource_info
[resource_idx
].type
);
6018 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6019 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6020 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
6021 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6022 if (is_multisampled(reg_maps
->resource_info
[resource_idx
].type
))
6024 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &sample_param
);
6025 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6026 NULL
, NULL
, NULL
, &ins
->texel_offset
, "%s, %s", coord_param
.param_str
, sample_param
.param_str
);
6030 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6031 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
6032 "%s", coord_param
.param_str
);
6034 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6037 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
6039 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
6040 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
6041 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6042 struct glsl_sample_function sample_function
;
6045 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
6046 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
6047 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
6048 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6049 if (wined3d_shader_instruction_has_texel_offset(ins
))
6050 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6052 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6053 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6055 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6056 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6058 switch (ins
->handler_idx
)
6060 case WINED3DSIH_SAMPLE
:
6062 case WINED3DSIH_SAMPLE_B
:
6063 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6064 lod_param_str
= lod_param
.param_str
;
6066 case WINED3DSIH_SAMPLE_GRAD
:
6067 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
6068 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
6069 dx_param_str
= dx_param
.param_str
;
6070 dy_param_str
= dy_param
.param_str
;
6072 case WINED3DSIH_SAMPLE_LOD
:
6073 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6074 lod_param_str
= lod_param
.param_str
;
6077 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
6081 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6082 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6083 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
6084 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6087 /* GLSL doesn't provide a function to sample from level zero with depth
6088 * comparison for array textures and cube textures. We use textureGrad*()
6089 * to implement sample_c_lz.
6091 static void shader_glsl_gen_sample_c_lz(const struct wined3d_shader_instruction
*ins
,
6092 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
,
6093 unsigned int coord_size
, const char *coord_param
, const char *ref_param
)
6095 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
6096 unsigned int deriv_size
= wined3d_popcount(sample_function
->deriv_mask
);
6097 const struct wined3d_shader_texel_offset
*offset
= &ins
->texel_offset
;
6098 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6099 char dst_swizzle
[6];
6101 WARN("Emitting textureGrad() for sample_c_lz.\n");
6103 shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6104 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
6105 shader_addline(buffer
, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
6106 sample_function
->offset_size
? "Offset" : "",
6107 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
,
6108 coord_size
, coord_param
, ref_param
, deriv_size
, deriv_size
);
6109 if (sample_function
->offset_size
)
6111 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
6112 shader_addline(buffer
, ", ");
6113 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, sample_function
->offset_size
);
6115 shader_addline(buffer
, "))%s);\n", dst_swizzle
);
6118 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
6120 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6121 const struct wined3d_shader_resource_info
*resource_info
;
6122 struct glsl_src_param coord_param
, compare_param
;
6123 struct glsl_sample_function sample_function
;
6124 const char *lod_param
= NULL
;
6125 unsigned int coord_size
;
6128 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
6131 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6134 if (wined3d_shader_instruction_has_texel_offset(ins
))
6135 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6137 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[1].reg
)))
6139 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6140 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6142 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6143 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6144 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
6145 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
6146 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6147 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
6148 && (resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
6149 || resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
))
6151 shader_glsl_gen_sample_c_lz(ins
, sampler_bind_idx
, &sample_function
,
6152 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6156 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6157 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
6158 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6160 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6163 static void shader_glsl_gather4(const struct wined3d_shader_instruction
*ins
)
6165 unsigned int resource_param_idx
, resource_idx
, sampler_idx
, sampler_bind_idx
, component_idx
;
6166 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6167 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6168 struct glsl_src_param coord_param
, compare_param
, offset_param
;
6169 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
6170 const struct wined3d_shader_resource_info
*resource_info
;
6171 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6172 unsigned int coord_size
, offset_size
;
6173 char dst_swizzle
[6];
6176 if (!gl_info
->supported
[ARB_TEXTURE_GATHER
])
6178 FIXME("OpenGL implementation does not support textureGather.\n");
6182 has_offset
= ins
->handler_idx
== WINED3DSIH_GATHER4_PO
6183 || ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
6184 || wined3d_shader_instruction_has_texel_offset(ins
);
6186 resource_param_idx
=
6187 (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
) ? 2 : 1;
6188 resource_idx
= ins
->src
[resource_param_idx
].reg
.idx
[0].offset
;
6189 sampler_idx
= ins
->src
[resource_param_idx
+ 1].reg
.idx
[0].offset
;
6190 component_idx
= shader_glsl_swizzle_get_component(ins
->src
[resource_param_idx
+ 1].swizzle
, 0);
6191 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6193 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[resource_param_idx
].reg
)))
6196 if (resource_info
->type
>= ARRAY_SIZE(resource_type_info
))
6198 ERR("Unexpected resource type %#x.\n", resource_info
->type
);
6201 shader_glsl_get_coord_size(resource_info
->type
, &coord_size
, &offset_size
);
6203 shader_glsl_swizzle_to_str(ins
->src
[resource_param_idx
].swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6204 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], resource_info
->data_type
);
6206 shader_glsl_add_src_param(ins
, &ins
->src
[0], (1u << coord_size
) - 1, &coord_param
);
6208 shader_addline(buffer
, "textureGather%s(%s_sampler%u, %s",
6209 has_offset
? "Offset" : "", prefix
, sampler_bind_idx
, coord_param
.param_str
);
6210 if (ins
->handler_idx
== WINED3DSIH_GATHER4_C
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6212 shader_glsl_add_src_param(ins
, &ins
->src
[resource_param_idx
+ 2], WINED3DSP_WRITEMASK_0
, &compare_param
);
6213 shader_addline(buffer
, ", %s", compare_param
.param_str
);
6215 if (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6217 shader_glsl_add_src_param(ins
, &ins
->src
[1], (1u << offset_size
) - 1, &offset_param
);
6218 shader_addline(buffer
, ", %s", offset_param
.param_str
);
6220 else if (has_offset
)
6222 int offset_immdata
[4] = {ins
->texel_offset
.u
, ins
->texel_offset
.v
, ins
->texel_offset
.w
};
6223 shader_addline(buffer
, ", ");
6224 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, offset_size
);
6227 shader_addline(buffer
, ", %u", component_idx
);
6229 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6232 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
6234 /* FIXME: Make this work for more than just 2D textures */
6235 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6236 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6238 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
6242 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6243 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
6244 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
6248 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
6249 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
6250 char dst_swizzle
[6];
6252 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
6254 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
6256 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6257 struct glsl_src_param div_param
;
6258 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
6260 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
6263 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
6265 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
6269 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
6274 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
6275 * Take a 3-component dot product of the TexCoord[dstreg] and src,
6276 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
6277 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
6279 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6280 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6281 struct glsl_sample_function sample_function
;
6282 struct glsl_src_param src0_param
;
6285 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6287 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
6288 * scalar, and projected sampling would require 4.
6290 * It is a dependent read - not valid with conditional NP2 textures
6292 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6293 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6298 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6299 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
6303 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6304 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
6308 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6309 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
6313 FIXME("Unexpected mask size %u\n", mask_size
);
6316 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6319 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
6320 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
6321 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
6323 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6324 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6325 struct glsl_src_param src0_param
;
6327 unsigned int mask_size
;
6329 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6330 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
6331 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6333 if (mask_size
> 1) {
6334 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
6336 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
6340 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
6341 * Calculate the depth as dst.x / dst.y */
6342 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
6344 struct glsl_dst_param dst_param
;
6346 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6348 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
6349 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
6350 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
6351 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
6354 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
6355 dst_param
.reg_name
, dst_param
.reg_name
);
6358 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
6359 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
6360 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
6361 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
6363 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
6365 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6366 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6367 struct glsl_src_param src0_param
;
6369 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6371 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
6372 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
6375 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
6376 * Calculate the 1st of a 2-row matrix multiplication. */
6377 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
6379 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6380 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6381 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6382 struct glsl_src_param src0_param
;
6384 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6385 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6388 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
6389 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
6390 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
6392 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6393 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6394 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6395 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6396 struct glsl_src_param src0_param
;
6398 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6399 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
6400 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
6403 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
6405 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6406 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6407 struct glsl_sample_function sample_function
;
6408 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6409 struct glsl_src_param src0_param
;
6411 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6412 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6414 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6416 /* Sample the texture using the calculated coordinates */
6417 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
6418 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6421 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
6422 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
6423 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
6425 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6426 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6427 struct glsl_sample_function sample_function
;
6428 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6429 struct glsl_src_param src0_param
;
6431 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6432 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6434 /* Dependent read, not valid with conditional NP2 */
6435 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6437 /* Sample the texture using the calculated coordinates */
6438 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
6439 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6441 tex_mx
->current_row
= 0;
6444 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
6445 * Perform the 3rd row of a 3x3 matrix multiply */
6446 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
6448 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6449 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6450 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6451 struct glsl_src_param src0_param
;
6454 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6456 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6457 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6458 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
6460 tex_mx
->current_row
= 0;
6463 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
6464 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6465 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
6467 struct glsl_src_param src0_param
;
6468 struct glsl_src_param src1_param
;
6469 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6470 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6471 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6472 struct glsl_sample_function sample_function
;
6473 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6476 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6477 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
6479 /* Perform the last matrix multiply operation */
6480 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6481 /* Reflection calculation */
6482 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
6484 /* Dependent read, not valid with conditional NP2 */
6485 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6486 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6488 /* Sample the texture */
6489 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6490 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6491 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6493 tex_mx
->current_row
= 0;
6496 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
6497 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6498 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
6500 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6501 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6502 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6503 struct glsl_sample_function sample_function
;
6504 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6505 struct glsl_src_param src0_param
;
6508 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6510 /* Perform the last matrix multiply operation */
6511 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
6513 /* Construct the eye-ray vector from w coordinates */
6514 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
6515 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
6516 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
6518 /* Dependent read, not valid with conditional NP2 */
6519 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6520 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6522 /* Sample the texture using the calculated coordinates */
6523 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6524 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6525 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6527 tex_mx
->current_row
= 0;
6530 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
6531 * Apply a fake bump map transform.
6532 * texbem is pshader <= 1.3 only, this saves a few version checks
6534 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
6536 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6537 struct glsl_sample_function sample_function
;
6538 struct glsl_src_param coord_param
;
6544 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6545 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
6546 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
6548 /* Dependent read, not valid with conditional NP2 */
6549 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6550 mask
= sample_function
.coord_mask
;
6552 shader_glsl_write_mask_to_str(mask
, coord_mask
);
6554 /* With projected textures, texbem only divides the static texture coord,
6555 * not the displacement, so we can't let GL handle this. */
6556 if (flags
& WINED3D_PSARGS_PROJECTED
)
6559 char coord_div_mask
[3];
6560 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
6562 case WINED3D_TTFF_COUNT1
:
6563 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
6565 case WINED3D_TTFF_COUNT2
:
6566 div_mask
= WINED3DSP_WRITEMASK_1
;
6568 case WINED3D_TTFF_COUNT3
:
6569 div_mask
= WINED3DSP_WRITEMASK_2
;
6571 case WINED3D_TTFF_COUNT4
:
6572 case WINED3D_TTFF_DISABLE
:
6573 div_mask
= WINED3DSP_WRITEMASK_3
;
6576 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
6577 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
6580 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
6582 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6583 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
6584 coord_param
.param_str
, coord_mask
);
6586 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
6588 struct glsl_src_param luminance_param
;
6589 struct glsl_dst_param dst_param
;
6591 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
6592 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6594 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
6595 dst_param
.reg_name
, dst_param
.mask_str
,
6596 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
6598 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6601 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
6603 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6604 struct glsl_src_param src0_param
, src1_param
;
6606 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6607 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6609 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6610 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
6611 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
6614 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
6615 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
6616 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
6618 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6619 struct glsl_sample_function sample_function
;
6620 struct glsl_src_param src0_param
;
6622 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6624 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6625 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6626 "%s.wx", src0_param
.reg_name
);
6627 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6630 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
6631 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
6632 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
6634 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6635 struct glsl_sample_function sample_function
;
6636 struct glsl_src_param src0_param
;
6638 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6640 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6641 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6642 "%s.yz", src0_param
.reg_name
);
6643 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6646 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
6647 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
6648 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
6650 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6651 struct glsl_sample_function sample_function
;
6652 struct glsl_src_param src0_param
;
6654 /* Dependent read, not valid with conditional NP2 */
6655 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6656 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
6658 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6659 "%s", src0_param
.param_str
);
6660 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6663 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
6664 * If any of the first 3 components are < 0, discard this pixel */
6665 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
6667 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
6669 shader_glsl_generate_conditional_op(ins
, "discard;");
6673 struct glsl_dst_param dst_param
;
6675 /* The argument is a destination parameter, and no writemasks are allowed */
6676 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6678 /* 2.0 shaders compare all 4 components in texkill. */
6679 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
6680 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
6681 /* 1.x shaders only compare the first 3 components, probably due to
6682 * the nature of the texkill instruction as a tex* instruction, and
6683 * phase, which kills all .w components. Even if all 4 components are
6684 * defined, only the first 3 are used. */
6686 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
6690 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
6691 * dst = dot2(src0, src1) + src2 */
6692 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
6694 struct glsl_src_param src0_param
;
6695 struct glsl_src_param src1_param
;
6696 struct glsl_src_param src2_param
;
6698 unsigned int mask_size
;
6700 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6701 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6703 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6704 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6705 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
6707 if (mask_size
> 1) {
6708 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
6709 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6711 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
6712 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6716 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
6717 const struct wined3d_shader_signature
*input_signature
,
6718 const struct wined3d_shader_reg_maps
*reg_maps
,
6719 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
, BOOL unroll
)
6723 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6725 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6726 const char *semantic_name
;
6731 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
6734 semantic_name
= input
->semantic_name
;
6735 semantic_idx
= input
->semantic_idx
;
6736 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
6738 if (args
->vp_mode
== vertexshader
)
6740 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6742 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
6743 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6745 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6747 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
6749 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
6751 shader_addline(buffer
, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
6752 input
->register_idx
, reg_mask
);
6754 else if (input
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
6756 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
6757 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n",
6758 input
->register_idx
, reg_mask
);
6760 FIXME("ARB_fragment_layer_viewport is not supported.\n");
6764 if (input
->sysval_semantic
)
6765 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
6766 shader_addline(buffer
, unroll
? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n",
6767 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6768 shader_glsl_shader_input_name(gl_info
),
6769 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
6772 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6774 if (args
->pointsprite
)
6775 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
6776 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
6777 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
6778 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6779 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6780 needs_legacy_glsl_syntax(gl_info
)
6781 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
6783 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6784 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6786 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
6789 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6790 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6791 else if (semantic_idx
== 1)
6792 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6793 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6795 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6796 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6800 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6801 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6806 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
6808 struct glsl_program_key key
;
6810 key
.vs_id
= entry
->vs
.id
;
6811 key
.hs_id
= entry
->hs
.id
;
6812 key
.ds_id
= entry
->ds
.id
;
6813 key
.gs_id
= entry
->gs
.id
;
6814 key
.ps_id
= entry
->ps
.id
;
6815 key
.cs_id
= entry
->cs
.id
;
6817 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
6819 ERR("Failed to insert program entry.\n");
6823 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
6824 const struct glsl_program_key
*key
)
6826 struct wine_rb_entry
*entry
;
6828 entry
= wine_rb_get(&priv
->program_lookup
, key
);
6829 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
6832 /* Context activation is done by the caller. */
6833 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6834 struct glsl_shader_prog_link
*entry
)
6836 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
6838 GL_EXTCALL(glDeleteProgram(entry
->id
));
6840 list_remove(&entry
->vs
.shader_entry
);
6842 list_remove(&entry
->hs
.shader_entry
);
6844 list_remove(&entry
->ds
.shader_entry
);
6846 list_remove(&entry
->gs
.shader_entry
);
6848 list_remove(&entry
->ps
.shader_entry
);
6850 list_remove(&entry
->cs
.shader_entry
);
6854 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
6855 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6856 const struct wined3d_shader_signature
*input_signature
,
6857 const struct wined3d_shader_reg_maps
*reg_maps_in
,
6858 const struct wined3d_shader_signature
*output_signature
,
6859 const struct wined3d_shader_reg_maps
*reg_maps_out
)
6861 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6862 const char *out_array_name
= shader_glsl_shader_output_name(gl_info
);
6863 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6864 unsigned int in_count
= vec4_varyings(3, gl_info
);
6865 unsigned int max_varyings
= needs_legacy_glsl_syntax(gl_info
) ? in_count
+ 2 : in_count
;
6866 DWORD in_idx
, *set
= NULL
;
6870 set
= heap_calloc(max_varyings
, sizeof(*set
));
6872 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6874 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6876 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
6879 in_idx
= map
[input
->register_idx
];
6880 /* Declared, but not read register */
6883 if (in_idx
>= max_varyings
)
6885 FIXME("More input varyings declared than supported, expect issues.\n");
6889 if (in_idx
== in_count
)
6890 string_buffer_sprintf(destination
, "gl_FrontColor");
6891 else if (in_idx
== in_count
+ 1)
6892 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6894 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
6899 for (j
= 0; j
< output_signature
->element_count
; ++j
)
6901 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
6904 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
6905 || input
->semantic_idx
!= output
->semantic_idx
6906 || strcmp(input
->semantic_name
, output
->semantic_name
)
6907 || !(mask
= input
->mask
& output
->mask
))
6910 if (set
[in_idx
] == ~0u)
6912 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
6913 shader_glsl_write_mask_to_str(mask
, reg_mask
);
6915 shader_addline(buffer
, "%s%s = outputs[%u]%s;\n",
6916 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6920 for (i
= 0; i
< max_varyings
; ++i
)
6924 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
6931 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
6932 reg_mask
[size
++] = 'x';
6933 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
6934 reg_mask
[size
++] = 'y';
6935 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
6936 reg_mask
[size
++] = 'z';
6937 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
6938 reg_mask
[size
++] = 'w';
6939 reg_mask
[size
] = '\0';
6942 string_buffer_sprintf(destination
, "gl_FrontColor");
6943 else if (i
== in_count
+ 1)
6944 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6946 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
6949 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
6951 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
6955 string_buffer_release(&priv
->string_buffers
, destination
);
6958 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
6959 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
6960 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *output_variable_name
,
6961 BOOL rasterizer_setup
)
6963 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6967 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6969 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6971 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6974 if (output
->stream_idx
)
6977 if (output
->register_idx
>= input_count
)
6980 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
6982 shader_addline(buffer
,
6983 rasterizer_setup
? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n",
6984 output_variable_name
, output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
6988 static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer
*buffer
,
6989 const struct wined3d_shader_signature_element
*element
, DWORD clip_or_cull_distance_mask
)
6991 unsigned int i
, clip_or_cull_index
;
6995 name
= element
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
? "Clip" : "Cull";
6996 /* Assign consecutive indices starting from 0. */
6997 clip_or_cull_index
= element
->semantic_idx
? wined3d_popcount(clip_or_cull_distance_mask
& 0xf) : 0;
6998 for (i
= 0; i
< 4; ++i
)
7000 if (!(element
->mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
7003 shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0
<< i
, reg_mask
);
7004 shader_addline(buffer
, "gl_%sDistance[%u] = outputs[%u]%s;\n",
7005 name
, clip_or_cull_index
, element
->register_idx
, reg_mask
);
7006 ++clip_or_cull_index
;
7010 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
7011 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
7012 const struct wined3d_shader_signature
*input_signature
,
7013 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
7014 const struct wined3d_shader_signature
*output_signature
,
7015 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
7017 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7018 const char *semantic_name
;
7019 unsigned int semantic_idx
;
7023 /* First, sort out position and point size system values. */
7024 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7026 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7028 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7031 if (output
->stream_idx
)
7034 semantic_name
= output
->semantic_name
;
7035 semantic_idx
= output
->semantic_idx
;
7036 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7038 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
7040 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7041 reg_mask
, output
->register_idx
, reg_mask
);
7043 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7045 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7046 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7048 else if (output
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
7050 shader_addline(buffer
, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
7051 output
->register_idx
, reg_mask
);
7053 else if (output
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
)
7055 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->clip_distance_mask
);
7057 else if (output
->sysval_semantic
== WINED3D_SV_CULL_DISTANCE
)
7059 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->cull_distance_mask
);
7061 else if (output
->sysval_semantic
)
7063 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
7067 /* Then, setup the pixel shader input. */
7068 if (reg_maps_out
->shader_version
.major
< 4)
7069 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
7070 output_signature
, reg_maps_out
);
7072 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "shader_out", TRUE
);
7075 /* Context activation is done by the caller. */
7076 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
7077 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
7078 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
7080 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7081 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
7082 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7083 const char *semantic_name
;
7089 string_buffer_clear(buffer
);
7091 shader_glsl_add_version_declaration(buffer
, gl_info
);
7093 if (per_vertex_point_size
)
7095 shader_addline(buffer
, "uniform struct\n{\n");
7096 shader_addline(buffer
, " float size_min;\n");
7097 shader_addline(buffer
, " float size_max;\n");
7098 shader_addline(buffer
, "} ffp_point;\n");
7103 DWORD colors_written_mask
[2] = {0};
7104 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
7108 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
7109 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
7110 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7111 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7114 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7116 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
7118 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
7121 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
7124 semantic_name
= output
->semantic_name
;
7125 semantic_idx
= output
->semantic_idx
;
7126 write_mask
= output
->mask
;
7127 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
7129 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
7132 shader_addline(buffer
, "gl_Front%sColor%s = outputs[%u]%s;\n",
7133 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
7135 shader_addline(buffer
, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n",
7136 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
7138 colors_written_mask
[semantic_idx
] = write_mask
;
7140 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
7142 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7143 reg_mask
, output
->register_idx
, reg_mask
);
7145 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
7147 if (semantic_idx
< MAX_TEXTURES
)
7149 shader_addline(buffer
, "%s[%u]%s = outputs[%u]%s;\n",
7150 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord",
7151 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7152 texcoords_written_mask
[semantic_idx
] = write_mask
;
7155 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7157 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7158 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7160 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
7162 shader_addline(buffer
, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n",
7163 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
7164 output
->register_idx
, reg_mask
[1]);
7168 for (i
= 0; i
< 2; ++i
)
7170 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7172 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7174 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
7175 legacy_syntax
? "gl_FrontColor" : "ffp_varying_diffuse",
7176 reg_mask
, reg_mask
);
7178 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
7179 legacy_syntax
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
7180 reg_mask
, reg_mask
);
7183 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7185 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
7188 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7190 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
7191 && !texcoords_written_mask
[i
])
7194 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7195 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
7196 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
7202 unsigned int in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
7204 shader_glsl_declare_shader_outputs(gl_info
, buffer
, in_count
, FALSE
, NULL
);
7205 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7206 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
7207 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
7210 shader_addline(buffer
, "}\n");
7212 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7213 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
7214 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
7219 static void shader_glsl_generate_stream_output_setup(struct shader_glsl_priv
*priv
,
7220 const struct wined3d_shader
*shader
, const struct wined3d_stream_output_desc
*so_desc
)
7222 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7225 shader_addline(buffer
, "out shader_in_out\n{\n");
7226 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7228 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7232 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7235 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
7238 if (e
->component_idx
|| e
->component_count
!= 4)
7240 if (e
->component_count
== 1)
7241 shader_addline(buffer
, "float");
7243 shader_addline(buffer
, "vec%u", e
->component_count
);
7244 shader_addline(buffer
, " reg%u_%u_%u;\n",
7245 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1);
7249 shader_addline(buffer
, "vec4 reg%u;\n", e
->register_idx
);
7252 shader_addline(buffer
, "} shader_out;\n");
7254 shader_addline(buffer
, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
7255 shader
->limits
->packed_output
);
7256 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7258 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7262 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7265 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
7268 if (e
->component_idx
|| e
->component_count
!= 4)
7273 write_mask
= ((1u << e
->component_count
) - 1) << e
->component_idx
;
7274 shader_glsl_write_mask_to_str(write_mask
, str_mask
);
7275 shader_addline(buffer
, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
7276 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1,
7277 e
->register_idx
, str_mask
);
7281 shader_addline(buffer
, "shader_out.reg%u = outputs[%u];\n",
7282 e
->register_idx
, e
->register_idx
);
7285 shader_addline(buffer
, "}\n");
7288 static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv
*priv
,
7289 const struct wined3d_shader
*shader
, unsigned int input_count
,
7290 const struct wined3d_gl_info
*gl_info
, BOOL rasterizer_setup
, const DWORD
*interpolation_mode
)
7292 const char *prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
7293 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7295 if (rasterizer_setup
)
7296 input_count
= min(vec4_varyings(4, gl_info
), input_count
);
7299 shader_glsl_declare_shader_outputs(gl_info
, buffer
, input_count
, rasterizer_setup
, interpolation_mode
);
7301 shader_addline(buffer
, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
7302 prefix
, shader
->limits
->packed_output
);
7304 if (rasterizer_setup
)
7305 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
7306 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
7308 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &shader
->output_signature
,
7309 &shader
->reg_maps
, "shader_out", rasterizer_setup
);
7311 shader_addline(buffer
, "}\n");
7314 static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer
*buffer
,
7315 const struct wined3d_shader_signature_element
*constant
, unsigned int *user_constant_idx
,
7316 const char *reg_mask
)
7318 if (!constant
->sysval_semantic
)
7320 shader_addline(buffer
, "user_patch_constant[%u]%s", (*user_constant_idx
)++, reg_mask
);
7324 switch (constant
->sysval_semantic
)
7326 case WINED3D_SV_TESS_FACTOR_QUADEDGE
:
7327 case WINED3D_SV_TESS_FACTOR_TRIEDGE
:
7328 case WINED3D_SV_TESS_FACTOR_LINEDET
:
7329 case WINED3D_SV_TESS_FACTOR_LINEDEN
:
7330 shader_addline(buffer
, "gl_TessLevelOuter[%u]", constant
->semantic_idx
);
7332 case WINED3D_SV_TESS_FACTOR_QUADINT
:
7333 case WINED3D_SV_TESS_FACTOR_TRIINT
:
7334 shader_addline(buffer
, "gl_TessLevelInner[%u]", constant
->semantic_idx
);
7337 FIXME("Unhandled sysval semantic %#x.\n", constant
->sysval_semantic
);
7338 shader_addline(buffer
, "vec4(0.0)%s", reg_mask
);
7342 static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer
*buffer
,
7343 const struct wined3d_shader_signature
*signature
, BOOL input_setup
)
7345 unsigned int i
, register_count
, user_constant_index
, user_constant_count
;
7347 register_count
= user_constant_count
= 0;
7348 for (i
= 0; i
< signature
->element_count
; ++i
)
7350 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7351 register_count
= max(constant
->register_idx
+ 1, register_count
);
7352 if (!constant
->sysval_semantic
)
7353 ++user_constant_count
;
7356 if (user_constant_count
)
7357 shader_addline(buffer
, "patch %s vec4 user_patch_constant[%u];\n",
7358 input_setup
? "in" : "out", user_constant_count
);
7360 shader_addline(buffer
, "vec4 vpc[%u];\n", register_count
);
7362 shader_addline(buffer
, "void setup_patch_constant_%s()\n{\n", input_setup
? "input" : "output");
7363 for (i
= 0, user_constant_index
= 0; i
< signature
->element_count
; ++i
)
7365 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7368 shader_glsl_write_mask_to_str(constant
->mask
, reg_mask
);
7371 shader_addline(buffer
, "vpc[%u]%s", constant
->register_idx
, reg_mask
);
7373 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7375 shader_addline(buffer
, " = ");
7378 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7380 shader_addline(buffer
, "hs_out[%u]%s", constant
->register_idx
, reg_mask
);
7382 shader_addline(buffer
, ";\n");
7384 shader_addline(buffer
, "}\n");
7387 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
7388 const struct wined3d_gl_info
*gl_info
)
7390 const char *output
= get_fragment_output(gl_info
);
7392 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
7393 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
7394 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
7395 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
7396 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
7397 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
7400 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
7401 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
7403 const char *output
= get_fragment_output(gl_info
);
7407 case WINED3D_FFP_PS_FOG_OFF
:
7410 case WINED3D_FFP_PS_FOG_LINEAR
:
7411 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
7414 case WINED3D_FFP_PS_FOG_EXP
:
7415 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
7418 case WINED3D_FFP_PS_FOG_EXP2
:
7419 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
7420 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
7424 ERR("Invalid fog mode %#x.\n", mode
);
7428 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
7432 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
7433 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
7435 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
7436 * flipping all the operators here, just negate the comparison below. */
7437 static const char * const comparison_operator
[] =
7439 "", /* WINED3D_CMP_NEVER */
7440 "<", /* WINED3D_CMP_LESS */
7441 "==", /* WINED3D_CMP_EQUAL */
7442 "<=", /* WINED3D_CMP_LESSEQUAL */
7443 ">", /* WINED3D_CMP_GREATER */
7444 "!=", /* WINED3D_CMP_NOTEQUAL */
7445 ">=", /* WINED3D_CMP_GREATEREQUAL */
7446 "" /* WINED3D_CMP_ALWAYS */
7449 if (alpha_func
== WINED3D_CMP_ALWAYS
)
7452 if (alpha_func
!= WINED3D_CMP_NEVER
)
7453 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
7454 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
7455 shader_addline(buffer
, " discard;\n");
7458 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
7459 const struct wined3d_gl_info
*gl_info
)
7461 if (gl_info
->supported
[ARB_CULL_DISTANCE
])
7462 shader_addline(buffer
, "#extension GL_ARB_cull_distance : enable\n");
7463 if (gl_info
->supported
[ARB_GPU_SHADER5
])
7464 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
7465 if (gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
])
7466 shader_addline(buffer
, "#extension GL_ARB_shader_atomic_counters : enable\n");
7467 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
7468 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
7469 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
7470 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
7471 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
7472 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
7473 if (gl_info
->supported
[ARB_SHADER_STORAGE_BUFFER_OBJECT
])
7474 shader_addline(buffer
, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
7475 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
7476 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
7477 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
7478 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
7479 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
7480 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
7481 if (gl_info
->supported
[ARB_TEXTURE_GATHER
])
7482 shader_addline(buffer
, "#extension GL_ARB_texture_gather : enable\n");
7483 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
7484 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
7485 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
7486 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
7487 if (gl_info
->supported
[EXT_GPU_SHADER4
])
7488 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
7489 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
7490 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
7493 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
7494 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7495 const struct ps_compile_args
*args
)
7497 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7499 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
7500 if (reg_maps
->shader_version
.major
< 2)
7501 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
7503 if (args
->srgb_correction
)
7504 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7506 /* SM < 3 does not replace the fog stage. */
7507 if (reg_maps
->shader_version
.major
< 3)
7508 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
7510 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
7513 /* Context activation is done by the caller. */
7514 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
7515 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7516 const struct wined3d_shader
*shader
,
7517 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
7519 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7520 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7521 const char *prefix
= shader_glsl_get_prefix(version
->type
);
7522 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7523 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7524 unsigned int i
, extra_constants_needed
= 0;
7525 struct shader_glsl_ctx_priv priv_ctx
;
7529 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7530 priv_ctx
.cur_ps_args
= args
;
7531 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
7532 priv_ctx
.string_buffers
= string_buffers
;
7534 shader_glsl_add_version_declaration(buffer
, gl_info
);
7536 shader_glsl_enable_extensions(buffer
, gl_info
);
7537 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7538 shader_addline(buffer
, "#extension GL_ARB_conservative_depth : enable\n");
7539 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
7540 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
7541 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7542 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7543 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7544 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
7545 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
7546 shader_addline(buffer
, "#extension GL_ARB_fragment_layer_viewport : enable\n");
7547 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
7548 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
7549 /* The spec says that it doesn't have to be explicitly enabled, but the
7550 * nvidia drivers write a warning if we don't do so. */
7551 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7552 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7554 /* Base Declarations */
7555 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7557 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7559 if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTGE
)
7560 shader_addline(buffer
, "layout (depth_greater) out float gl_FragDepth;\n");
7561 else if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTLE
)
7562 shader_addline(buffer
, "layout (depth_less) out float gl_FragDepth;\n");
7565 /* Declare uniforms for NP2 texcoord fixup:
7566 * This is NOT done inside the loop that declares the texture samplers
7567 * since the NP2 fixup code is currently only used for the GeforceFX
7568 * series and when forcing the ARB_npot extension off. Modern cards just
7569 * skip the code anyway, so put it inside a separate loop. */
7570 if (args
->np2_fixup
)
7572 struct ps_np2fixup_info
*fixup
= priv_ctx
.cur_np2fixup_info
;
7573 unsigned int cur
= 0;
7575 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
7576 * while D3D has them in the (normalized) [0,1]x[0,1] range.
7577 * samplerNP2Fixup stores texture dimensions and is updated through
7578 * shader_glsl_load_np2fixup_constants when the sampler changes. */
7580 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
7582 if (!reg_maps
->resource_info
[i
].type
|| !(args
->np2_fixup
& (1u << i
)))
7585 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
7587 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
7591 fixup
->idx
[i
] = cur
++;
7594 fixup
->num_consts
= (cur
+ 1) >> 1;
7595 fixup
->active
= args
->np2_fixup
;
7596 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
7599 if (version
->major
< 3 || args
->vp_mode
!= vertexshader
)
7601 shader_addline(buffer
, "uniform struct\n{\n");
7602 shader_addline(buffer
, " vec4 color;\n");
7603 shader_addline(buffer
, " float density;\n");
7604 shader_addline(buffer
, " float end;\n");
7605 shader_addline(buffer
, " float scale;\n");
7606 shader_addline(buffer
, "} ffp_fog;\n");
7608 if (needs_legacy_glsl_syntax(gl_info
))
7610 if (glsl_is_color_reg_read(shader
, 0))
7611 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7612 if (glsl_is_color_reg_read(shader
, 1))
7613 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7614 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7615 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7619 if (glsl_is_color_reg_read(shader
, 0))
7620 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7621 if (glsl_is_color_reg_read(shader
, 1))
7622 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7623 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7624 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7625 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7629 if (version
->major
>= 3)
7631 unsigned int in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
7633 if (args
->vp_mode
== vertexshader
&& reg_maps
->input_registers
)
7634 shader_glsl_declare_shader_inputs(gl_info
, buffer
, in_count
,
7635 shader
->u
.ps
.interpolation_mode
, version
->major
>= 4);
7636 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
7639 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
7644 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
7646 if (reg_maps
->luminanceparams
& (1u << i
))
7648 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
7649 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
7650 extra_constants_needed
++;
7653 extra_constants_needed
++;
7656 if (args
->srgb_correction
)
7658 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7659 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
7660 shader_addline(buffer
, ";\n");
7661 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7662 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
7663 shader_addline(buffer
, ";\n");
7665 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
7667 if (reg_maps
->usesdsy
|| !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7669 ++extra_constants_needed
;
7670 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
7674 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7676 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7677 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
7678 args
->render_offscreen
? "" : "origin_upper_left, ");
7679 else if (!args
->render_offscreen
)
7680 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
7682 shader_addline(buffer
, "vec4 vpos;\n");
7686 if (args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
7687 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7689 if (!needs_legacy_glsl_syntax(gl_info
))
7691 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7692 shader_addline(buffer
, "layout(location = 0) ");
7693 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
7696 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
7697 FIXME("Insufficient uniforms to run this shader.\n");
7699 if (shader
->u
.ps
.force_early_depth_stencil
)
7700 shader_addline(buffer
, "layout(early_fragment_tests) in;\n");
7702 shader_addline(buffer
, "void main()\n{\n");
7704 /* Direct3D applications expect integer vPos values, while OpenGL drivers
7705 * add approximately 0.5. This causes off-by-one problems as spotted by
7706 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
7707 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
7708 * causes precision troubles when we just subtract 0.5.
7710 * To deal with that, just floor() the position. This will eliminate the
7711 * fraction on all cards.
7713 * TODO: Test how this behaves with multisampling.
7715 * An advantage of floor is that it works even if the driver doesn't add
7716 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
7717 * to return in gl_FragCoord, even though coordinates specify the pixel
7718 * centers instead of the pixel corners. This code will behave correctly
7719 * on drivers that returns integer values. */
7722 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7723 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
7724 else if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7725 shader_addline(buffer
,
7726 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
7728 shader_addline(buffer
,
7729 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
7732 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
7735 WORD map
= reg_maps
->texcoord
;
7739 if (glsl_is_color_reg_read(shader
, 0))
7740 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7741 if (glsl_is_color_reg_read(shader
, 1))
7742 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7745 for (i
= 0; map
; map
>>= 1, ++i
)
7749 if (args
->pointsprite
)
7750 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
7751 else if (args
->texcoords_initialized
& (1u << i
))
7752 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
7753 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
7755 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
7756 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
7761 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7764 /* Pack 3.0 inputs */
7765 if (reg_maps
->shader_version
.major
>= 3)
7766 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
,
7767 reg_maps
->shader_version
.major
>= 4);
7769 /* Base Shader Body */
7770 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7773 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7774 if (reg_maps
->shader_version
.major
< 4)
7775 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
);
7777 shader_addline(buffer
, "}\n");
7779 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7780 TRACE("Compiling shader object %u.\n", shader_id
);
7781 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7786 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
7787 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7788 const struct vs_compile_args
*args
)
7790 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7791 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7794 /* Unpack outputs. */
7795 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
7797 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
7798 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
7799 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
7800 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
7802 if (reg_maps
->shader_version
.major
< 3)
7804 if (args
->fog_src
== VS_FOG_Z
)
7805 shader_addline(buffer
, "%s = gl_Position.z;\n",
7806 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7807 else if (!reg_maps
->fog
)
7808 shader_addline(buffer
, "%s = 0.0;\n",
7809 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7812 /* We always store the clipplanes without y inversion. */
7813 if (args
->clip_enabled
)
7816 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
7818 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
7819 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
7822 if (args
->point_size
&& !args
->per_vertex_point_size
)
7823 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
7825 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7826 shader_glsl_fixup_position(buffer
);
7829 /* Context activation is done by the caller. */
7830 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
7831 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
7833 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7834 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7835 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7836 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7837 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7838 struct shader_glsl_ctx_priv priv_ctx
;
7842 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7843 priv_ctx
.cur_vs_args
= args
;
7844 priv_ctx
.string_buffers
= string_buffers
;
7846 shader_glsl_add_version_declaration(buffer
, gl_info
);
7848 shader_glsl_enable_extensions(buffer
, gl_info
);
7849 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
7850 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
7851 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7852 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7854 /* Base Declarations */
7855 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7857 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
7858 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
7860 if (args
->point_size
&& !args
->per_vertex_point_size
)
7862 shader_addline(buffer
, "uniform struct\n{\n");
7863 shader_addline(buffer
, " float size;\n");
7864 shader_addline(buffer
, " float size_min;\n");
7865 shader_addline(buffer
, " float size_max;\n");
7866 shader_addline(buffer
, "} ffp_point;\n");
7869 if (!needs_legacy_glsl_syntax(gl_info
))
7871 if (args
->clip_enabled
)
7872 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
7874 if (version
->major
< 3)
7876 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7877 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7878 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7879 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7883 if (version
->major
< 4)
7884 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
7886 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7887 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
7889 if (reg_maps
->shader_version
.major
>= 4)
7890 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->next_shader_input_count
,
7891 gl_info
, args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
7893 shader_addline(buffer
, "void main()\n{\n");
7895 if (reg_maps
->input_rel_addressing
)
7897 unsigned int highest_input_register
= wined3d_log2i(reg_maps
->input_registers
);
7898 shader_addline(buffer
, "vec4 vs_in[%u];\n", highest_input_register
+ 1);
7899 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
7901 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
7902 shader_addline(buffer
, "vs_in[%u] = vs_in%u;\n", e
->register_idx
, e
->register_idx
);
7906 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7909 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7910 if (reg_maps
->shader_version
.major
< 4)
7911 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
7913 shader_addline(buffer
, "}\n");
7915 shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7916 TRACE("Compiling shader object %u.\n", shader_id
);
7917 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7922 static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader
*shader
,
7923 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
)
7925 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7929 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7931 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7933 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7934 shader_addline(buffer
, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
7935 output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7939 static HRESULT
shader_glsl_generate_shader_phase(const struct wined3d_shader
*shader
,
7940 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
,
7941 struct shader_glsl_ctx_priv
*priv_ctx
, const struct wined3d_shader_phase
*phase
,
7942 const char *phase_name
, unsigned phase_idx
)
7947 shader_addline(buffer
, "void hs_%s_phase%u(%s)\n{\n",
7948 phase_name
, phase_idx
, phase
->instance_count
? "int phase_instance_id" : "");
7949 for (i
= 0; i
< phase
->temporary_count
; ++i
)
7950 shader_addline(buffer
, "vec4 R%u;\n", i
);
7951 hr
= shader_generate_code(shader
, buffer
, reg_maps
, priv_ctx
, phase
->start
, phase
->end
);
7952 shader_addline(buffer
, "}\n");
7956 static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer
*buffer
,
7957 const struct wined3d_shader_phase
*phase
, const char *phase_name
, unsigned int phase_idx
)
7959 if (phase
->instance_count
)
7961 shader_addline(buffer
, "for (int i = 0; i < %u; ++i)\n{\n", phase
->instance_count
);
7962 shader_addline(buffer
, "hs_%s_phase%u(i);\n", phase_name
, phase_idx
);
7963 shader_addline(buffer
, "}\n");
7967 shader_addline(buffer
, "hs_%s_phase%u();\n", phase_name
, phase_idx
);
7971 static GLuint
shader_glsl_generate_hull_shader(const struct wined3d_context
*context
,
7972 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
)
7974 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7975 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7976 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7977 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7978 const struct wined3d_hull_shader
*hs
= &shader
->u
.hs
;
7979 const struct wined3d_shader_phase
*phase
;
7980 struct shader_glsl_ctx_priv priv_ctx
;
7984 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7985 priv_ctx
.string_buffers
= string_buffers
;
7987 shader_glsl_add_version_declaration(buffer
, gl_info
);
7989 shader_glsl_enable_extensions(buffer
, gl_info
);
7990 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
7992 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7994 shader_addline(buffer
, "layout(vertices = %u) out;\n", hs
->output_vertex_count
);
7996 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
7997 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader
->limits
->packed_output
);
7999 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, FALSE
);
8001 if (hs
->phases
.control_point
)
8003 shader_addline(buffer
, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
8004 shader
->limits
->packed_output
);
8005 shader_glsl_setup_sm4_shader_output(priv
, shader
->limits
->packed_output
, &shader
->output_signature
,
8006 &shader
->reg_maps
, "shader_out[gl_InvocationID]", FALSE
);
8007 shader_addline(buffer
, "}\n");
8010 shader_addline(buffer
, "void hs_control_point_phase()\n{\n");
8011 if ((phase
= hs
->phases
.control_point
))
8013 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8014 shader_addline(buffer
, "vec4 R%u;\n", i
);
8015 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, phase
->start
, phase
->end
)))
8017 shader_addline(buffer
, "setup_hs_output(hs_out);\n");
8021 shader_glsl_generate_default_control_point_phase(shader
, buffer
, reg_maps
);
8023 shader_addline(buffer
, "}\n");
8025 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8027 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8028 &hs
->phases
.fork
[i
], "fork", i
)))
8032 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8034 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8035 &hs
->phases
.join
[i
], "join", i
)))
8039 shader_addline(buffer
, "void main()\n{\n");
8040 shader_addline(buffer
, "hs_control_point_phase();\n");
8042 shader_addline(buffer
, "barrier();\n");
8043 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8044 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.fork
[i
], "fork", i
);
8045 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8046 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.join
[i
], "join", i
);
8047 shader_addline(buffer
, "setup_patch_constant_output();\n");
8048 shader_addline(buffer
, "}\n");
8050 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER
));
8051 TRACE("Compiling shader object %u.\n", shader_id
);
8052 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8057 static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info
*gl_info
,
8058 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
8059 const struct ds_compile_args
*args
)
8061 shader_addline(buffer
, "setup_ds_output(ds_out);\n");
8063 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8064 shader_glsl_fixup_position(buffer
);
8067 static GLuint
shader_glsl_generate_domain_shader(const struct wined3d_context
*context
,
8068 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8070 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8071 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8072 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8073 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8074 struct shader_glsl_ctx_priv priv_ctx
;
8077 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8078 priv_ctx
.cur_ds_args
= args
;
8079 priv_ctx
.string_buffers
= string_buffers
;
8081 shader_glsl_add_version_declaration(buffer
, gl_info
);
8083 shader_glsl_enable_extensions(buffer
, gl_info
);
8084 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8086 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8088 shader_addline(buffer
, "layout(");
8089 switch (shader
->u
.ds
.tessellator_domain
)
8091 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
8092 shader_addline(buffer
, "isolines");
8094 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
8095 shader_addline(buffer
, "quads");
8097 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
8098 shader_addline(buffer
, "triangles");
8101 switch (args
->tessellator_output_primitive
)
8103 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
8104 if (args
->render_offscreen
)
8105 shader_addline(buffer
, ", ccw");
8107 shader_addline(buffer
, ", cw");
8109 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
8110 if (args
->render_offscreen
)
8111 shader_addline(buffer
, ", cw");
8113 shader_addline(buffer
, ", ccw");
8115 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
8116 shader_addline(buffer
, ", point_mode");
8118 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
8121 switch (args
->tessellator_partitioning
)
8123 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
8124 shader_addline(buffer
, ", fractional_odd_spacing");
8126 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
8127 shader_addline(buffer
, ", fractional_even_spacing");
8129 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
8130 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
8131 shader_addline(buffer
, ", equal_spacing");
8134 shader_addline(buffer
, ") in;\n");
8136 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8138 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8139 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8141 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
, gl_info
,
8142 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8143 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, TRUE
);
8145 shader_addline(buffer
, "void main()\n{\n");
8146 shader_addline(buffer
, "setup_patch_constant_input();\n");
8148 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8151 shader_addline(buffer
, "}\n");
8153 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER
));
8154 TRACE("Compiling shader object %u.\n", shader_id
);
8155 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8160 /* Context activation is done by the caller. */
8161 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
8162 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8164 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8165 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8166 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8167 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8168 struct shader_glsl_ctx_priv priv_ctx
;
8171 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8172 priv_ctx
.string_buffers
= string_buffers
;
8174 shader_glsl_add_version_declaration(buffer
, gl_info
);
8176 shader_glsl_enable_extensions(buffer
, gl_info
);
8178 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8180 shader_addline(buffer
, "layout(%s", glsl_primitive_type_from_d3d(shader
->u
.gs
.input_type
));
8181 if (shader
->u
.gs
.instance_count
> 1)
8182 shader_addline(buffer
, ", invocations = %u", shader
->u
.gs
.instance_count
);
8183 shader_addline(buffer
, ") in;\n");
8184 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
8185 glsl_primitive_type_from_d3d(shader
->u
.gs
.output_type
), shader
->u
.gs
.vertices_out
);
8186 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8188 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8189 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8191 if (is_rasterization_disabled(shader
))
8193 shader_glsl_generate_stream_output_setup(priv
, shader
, &shader
->u
.gs
.so_desc
);
8197 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
,
8198 gl_info
, TRUE
, args
->interpolation_mode
);
8200 shader_addline(buffer
, "void main()\n{\n");
8201 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8203 shader_addline(buffer
, "}\n");
8205 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
8206 TRACE("Compiling shader object %u.\n", shader_id
);
8207 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8212 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
8214 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
8215 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
8216 struct wined3d_string_buffer
*buffer
= ctx
->buffer
;
8217 const struct wined3d_shader
*shader
= ctx
->shader
;
8219 switch (shader
->reg_maps
.shader_version
.type
)
8221 case WINED3D_SHADER_TYPE_PIXEL
:
8222 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, priv
->cur_ps_args
);
8224 case WINED3D_SHADER_TYPE_VERTEX
:
8225 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, priv
->cur_vs_args
);
8227 case WINED3D_SHADER_TYPE_DOMAIN
:
8228 shader_glsl_generate_ds_epilogue(gl_info
, buffer
, shader
, priv
->cur_ds_args
);
8230 case WINED3D_SHADER_TYPE_GEOMETRY
:
8231 case WINED3D_SHADER_TYPE_COMPUTE
:
8234 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8239 /* Context activation is done by the caller. */
8240 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context
*context
,
8241 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8242 const struct wined3d_shader
*shader
)
8244 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
8245 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8246 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8247 struct shader_glsl_ctx_priv priv_ctx
;
8251 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8252 priv_ctx
.string_buffers
= string_buffers
;
8254 shader_glsl_add_version_declaration(buffer
, gl_info
);
8256 shader_glsl_enable_extensions(buffer
, gl_info
);
8257 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
8259 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8261 for (i
= 0; i
< reg_maps
->tgsm_count
; ++i
)
8263 if (reg_maps
->tgsm
[i
].size
)
8264 shader_addline(buffer
, "shared uint cs_g%u[%u];\n", i
, reg_maps
->tgsm
[i
].size
);
8267 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
8268 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
8270 shader_addline(buffer
, "void main()\n{\n");
8271 shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
);
8272 shader_addline(buffer
, "}\n");
8274 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
8275 TRACE("Compiling shader object %u.\n", shader_id
);
8276 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8281 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
8282 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8283 struct wined3d_shader
*shader
,
8284 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
8286 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
8287 struct glsl_shader_private
*shader_data
;
8288 struct ps_np2fixup_info
*np2fixup
;
8293 if (!shader
->backend_data
)
8295 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8297 ERR("Failed to allocate backend data.\n");
8301 shader_data
= shader
->backend_data
;
8302 gl_shaders
= shader_data
->gl_shaders
.ps
;
8304 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8305 * so a linear search is more performant than a hashmap or a binary search
8306 * (cache coherency etc)
8308 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8310 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8312 if (args
->np2_fixup
)
8313 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
8314 return gl_shaders
[i
].id
;
8318 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8319 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8321 if (shader_data
->num_gl_shaders
)
8323 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8324 new_array
= heap_realloc(shader_data
->gl_shaders
.ps
, new_size
* sizeof(*gl_shaders
));
8328 new_array
= heap_alloc(sizeof(*gl_shaders
));
8333 ERR("Out of memory\n");
8336 shader_data
->gl_shaders
.ps
= new_array
;
8337 shader_data
->shader_array_size
= new_size
;
8338 gl_shaders
= new_array
;
8341 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8343 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
8344 memset(np2fixup
, 0, sizeof(*np2fixup
));
8345 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
8347 pixelshader_update_resource_types(shader
, args
->tex_types
);
8349 string_buffer_clear(buffer
);
8350 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
8351 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8356 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
8357 const DWORD use_map
)
8359 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
8360 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
8361 if (stored
->point_size
!= new->point_size
)
8363 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
8365 if (stored
->flatshading
!= new->flatshading
)
8367 if (stored
->next_shader_type
!= new->next_shader_type
)
8369 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
8371 return stored
->fog_src
== new->fog_src
;
8374 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
8375 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8379 DWORD use_map
= context
->stream_info
.use_map
;
8380 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
8381 struct glsl_shader_private
*shader_data
;
8384 if (!shader
->backend_data
)
8386 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8388 ERR("Failed to allocate backend data.\n");
8392 shader_data
= shader
->backend_data
;
8393 gl_shaders
= shader_data
->gl_shaders
.vs
;
8395 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8396 * so a linear search is more performant than a hashmap or a binary search
8397 * (cache coherency etc)
8399 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8401 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
8402 return gl_shaders
[i
].id
;
8405 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8407 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8409 if (shader_data
->num_gl_shaders
)
8411 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8412 new_array
= heap_realloc(shader_data
->gl_shaders
.vs
, new_size
* sizeof(*gl_shaders
));
8416 new_array
= heap_alloc(sizeof(*gl_shaders
));
8421 ERR("Out of memory\n");
8424 shader_data
->gl_shaders
.vs
= new_array
;
8425 shader_data
->shader_array_size
= new_size
;
8426 gl_shaders
= new_array
;
8429 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8431 string_buffer_clear(&priv
->shader_buffer
);
8432 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
8433 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8438 static GLuint
find_glsl_hull_shader(const struct wined3d_context
*context
,
8439 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
8441 struct glsl_hs_compiled_shader
*gl_shaders
, *new_array
;
8442 struct glsl_shader_private
*shader_data
;
8443 unsigned int new_size
;
8446 if (!shader
->backend_data
)
8448 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8450 ERR("Failed to allocate backend data.\n");
8454 shader_data
= shader
->backend_data
;
8455 gl_shaders
= shader_data
->gl_shaders
.hs
;
8457 if (shader_data
->num_gl_shaders
> 0)
8459 assert(shader_data
->num_gl_shaders
== 1);
8460 return gl_shaders
[0].id
;
8463 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8465 assert(!shader_data
->gl_shaders
.hs
);
8467 if (!(new_array
= heap_alloc(sizeof(*new_array
))))
8469 ERR("Failed to allocate GL shaders array.\n");
8472 shader_data
->gl_shaders
.hs
= new_array
;
8473 shader_data
->shader_array_size
= new_size
;
8474 gl_shaders
= new_array
;
8476 string_buffer_clear(&priv
->shader_buffer
);
8477 ret
= shader_glsl_generate_hull_shader(context
, priv
, shader
);
8478 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8483 static GLuint
find_glsl_domain_shader(const struct wined3d_context
*context
,
8484 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8486 struct glsl_ds_compiled_shader
*gl_shaders
, *new_array
;
8487 struct glsl_shader_private
*shader_data
;
8488 unsigned int i
, new_size
;
8491 if (!shader
->backend_data
)
8493 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8495 ERR("Failed to allocate backend data.\n");
8499 shader_data
= shader
->backend_data
;
8500 gl_shaders
= shader_data
->gl_shaders
.ds
;
8502 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8504 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8505 return gl_shaders
[i
].id
;
8508 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8510 if (shader_data
->num_gl_shaders
)
8512 new_size
= shader_data
->shader_array_size
+ 1;
8513 new_array
= heap_realloc(shader_data
->gl_shaders
.ds
, new_size
* sizeof(*new_array
));
8517 new_array
= heap_alloc(sizeof(*new_array
));
8523 ERR("Failed to allocate GL shaders array.\n");
8526 shader_data
->gl_shaders
.ds
= new_array
;
8527 shader_data
->shader_array_size
= new_size
;
8528 gl_shaders
= new_array
;
8530 string_buffer_clear(&priv
->shader_buffer
);
8531 ret
= shader_glsl_generate_domain_shader(context
, priv
, shader
, args
);
8532 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8533 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8538 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
8539 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8541 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
8542 struct glsl_shader_private
*shader_data
;
8543 unsigned int i
, new_size
;
8546 if (!shader
->backend_data
)
8548 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8550 ERR("Failed to allocate backend data.\n");
8554 shader_data
= shader
->backend_data
;
8555 gl_shaders
= shader_data
->gl_shaders
.gs
;
8557 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8559 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8560 return gl_shaders
[i
].id
;
8563 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8565 if (shader_data
->num_gl_shaders
)
8567 new_size
= shader_data
->shader_array_size
+ 1;
8568 new_array
= heap_realloc(shader_data
->gl_shaders
.gs
, new_size
* sizeof(*new_array
));
8572 new_array
= heap_alloc(sizeof(*new_array
));
8578 ERR("Failed to allocate GL shaders array.\n");
8581 shader_data
->gl_shaders
.gs
= new_array
;
8582 shader_data
->shader_array_size
= new_size
;
8583 gl_shaders
= new_array
;
8585 string_buffer_clear(&priv
->shader_buffer
);
8586 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
8587 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8588 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8593 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
8597 case WINED3D_MCS_MATERIAL
:
8599 case WINED3D_MCS_COLOR1
:
8600 return "ffp_attrib_diffuse";
8601 case WINED3D_MCS_COLOR2
:
8602 return "ffp_attrib_specular";
8604 ERR("Invalid material color source %#x.\n", mcs
);
8609 static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer
*buffer
,
8610 const struct wined3d_ffp_vs_settings
*settings
, unsigned int idx
)
8612 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
8613 " * ffp_light[%u].diffuse.xyz * att;\n", idx
);
8614 if (settings
->localviewer
)
8615 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
8617 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
8618 shader_addline(buffer
, "if (dot(dir, normal) > 0.0 && t > 0.0) specular +="
8619 " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n", idx
);
8622 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
8623 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
8625 const char *diffuse
, *specular
, *emissive
, *ambient
;
8626 unsigned int i
, idx
;
8628 if (!settings
->lighting
)
8630 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
8631 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
8635 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
8636 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
8637 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
8638 shader_addline(buffer
, "vec3 dir, dst;\n");
8639 shader_addline(buffer
, "float att, t;\n");
8641 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
8642 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
8643 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
8644 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
8647 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
8649 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8650 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8651 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8652 shader_addline(buffer
, "dst.x = 1.0;\n");
8653 if (legacy_lighting
)
8655 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8656 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8657 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8661 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8663 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8664 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
8665 if (!legacy_lighting
)
8666 shader_addline(buffer
, "att = 1.0 / att;\n");
8667 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8668 if (!settings
->normal
)
8670 shader_addline(buffer
, "}\n");
8673 shader_addline(buffer
, "dir = normalize(dir);\n");
8674 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8675 shader_addline(buffer
, "}\n");
8678 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
8680 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8681 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8682 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8683 shader_addline(buffer
, "dst.x = 1.0;\n");
8684 if (legacy_lighting
)
8686 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8687 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8688 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8692 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8694 shader_addline(buffer
, "dir = normalize(dir);\n");
8695 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx
);
8696 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
8697 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
8698 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
8699 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
8700 idx
, idx
, idx
, idx
);
8701 if (legacy_lighting
)
8702 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8703 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8706 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8707 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8709 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8710 if (!settings
->normal
)
8712 shader_addline(buffer
, "}\n");
8715 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8716 shader_addline(buffer
, "}\n");
8719 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
8721 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8722 if (!settings
->normal
)
8724 shader_addline(buffer
, "att = 1.0;\n");
8725 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx
);
8726 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8729 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
8731 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8732 if (!settings
->normal
)
8734 shader_addline(buffer
, "att = 1.0;\n");
8735 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", idx
);
8736 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8739 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
8740 ambient
, diffuse
, emissive
);
8741 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
8742 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
8745 /* Context activation is done by the caller. */
8746 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
8747 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
8749 static const struct attrib_info
8752 const char name
[24];
8756 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
8757 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
8758 /* TODO: Indexed vertex blending */
8759 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
8760 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
8761 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
8762 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
8763 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
8765 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
8766 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8767 BOOL output_legacy_fogcoord
= legacy_syntax
;
8768 BOOL legacy_lighting
= priv
->legacy_lighting
;
8772 string_buffer_clear(buffer
);
8774 shader_glsl_add_version_declaration(buffer
, gl_info
);
8776 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8777 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
8779 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
8781 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
8783 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8784 shader_addline(buffer
, "layout(location = %u) ", i
);
8785 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
8787 shader_addline(buffer
, "\n");
8789 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
8790 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
8791 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
8792 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
8794 shader_addline(buffer
, "uniform struct\n{\n");
8795 shader_addline(buffer
, " vec4 emissive;\n");
8796 shader_addline(buffer
, " vec4 ambient;\n");
8797 shader_addline(buffer
, " vec4 diffuse;\n");
8798 shader_addline(buffer
, " vec4 specular;\n");
8799 shader_addline(buffer
, " float shininess;\n");
8800 shader_addline(buffer
, "} ffp_material;\n");
8802 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
8803 shader_addline(buffer
, "uniform struct\n{\n");
8804 shader_addline(buffer
, " vec4 diffuse;\n");
8805 shader_addline(buffer
, " vec4 specular;\n");
8806 shader_addline(buffer
, " vec4 ambient;\n");
8807 shader_addline(buffer
, " vec4 position;\n");
8808 shader_addline(buffer
, " vec3 direction;\n");
8809 shader_addline(buffer
, " float range;\n");
8810 shader_addline(buffer
, " float falloff;\n");
8811 shader_addline(buffer
, " float c_att;\n");
8812 shader_addline(buffer
, " float l_att;\n");
8813 shader_addline(buffer
, " float q_att;\n");
8814 shader_addline(buffer
, " float cos_htheta;\n");
8815 shader_addline(buffer
, " float cos_hphi;\n");
8816 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
8818 if (settings
->point_size
)
8820 shader_addline(buffer
, "uniform struct\n{\n");
8821 shader_addline(buffer
, " float size;\n");
8822 shader_addline(buffer
, " float size_min;\n");
8823 shader_addline(buffer
, " float size_max;\n");
8824 shader_addline(buffer
, " float c_att;\n");
8825 shader_addline(buffer
, " float l_att;\n");
8826 shader_addline(buffer
, " float q_att;\n");
8827 shader_addline(buffer
, "} ffp_point;\n");
8832 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
8833 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
8834 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
8835 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
8839 if (settings
->clipping
)
8840 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
8842 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
8843 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
8844 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
8845 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
8848 shader_addline(buffer
, "\nvoid main()\n{\n");
8849 shader_addline(buffer
, "float m;\n");
8850 shader_addline(buffer
, "vec3 r;\n");
8852 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
8854 if (attrib_info
[i
].name
[0])
8855 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
8856 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
8858 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8860 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
8861 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
8862 && settings
->texcoords
& (1u << i
))
8863 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
8866 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
8868 if (settings
->transformed
)
8870 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
8871 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
8872 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
8876 for (i
= 0; i
< settings
->vertexblends
; ++i
)
8877 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
8879 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
8880 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
8881 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
8883 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
8884 if (settings
->clipping
)
8887 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
8889 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
8890 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
8892 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
8895 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
8896 if (settings
->normal
)
8898 if (!settings
->vertexblends
)
8900 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
8904 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
8905 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
8908 if (settings
->normalize
)
8909 shader_addline(buffer
, "normal = normalize(normal);\n");
8912 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
8915 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
8916 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
8920 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
8921 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
8924 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8926 BOOL output_legacy_texcoord
= legacy_syntax
;
8928 switch (settings
->texgen
[i
] & 0xffff0000)
8930 case WINED3DTSS_TCI_PASSTHRU
:
8931 if (settings
->texcoords
& (1u << i
))
8932 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
8934 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
8935 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
8937 output_legacy_texcoord
= FALSE
;
8940 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
8941 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
8944 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
8945 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
8948 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
8949 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
8950 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
8953 case WINED3DTSS_TCI_SPHEREMAP
:
8954 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
8955 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
8956 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
8957 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
8961 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
8964 if (output_legacy_texcoord
)
8965 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
8968 switch (settings
->fog_mode
)
8970 case WINED3D_FFP_VS_FOG_OFF
:
8971 output_legacy_fogcoord
= FALSE
;
8974 case WINED3D_FFP_VS_FOG_FOGCOORD
:
8975 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
8978 case WINED3D_FFP_VS_FOG_RANGE
:
8979 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
8982 case WINED3D_FFP_VS_FOG_DEPTH
:
8983 if (settings
->ortho_fog
)
8985 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
8986 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
8988 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
8989 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
8991 else if (settings
->transformed
)
8993 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
8997 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
9002 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
9005 if (output_legacy_fogcoord
)
9006 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
9008 if (settings
->point_size
)
9010 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
9011 " + ffp_point.l_att * length(ec_pos.xyz)"
9012 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
9013 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
9014 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
9017 shader_addline(buffer
, "}\n");
9019 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
9020 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
9025 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
9026 DWORD argnum
, unsigned int stage
, DWORD arg
)
9030 if (arg
== ARG_UNUSED
)
9031 return "<unused arg>";
9033 switch (arg
& WINED3DTA_SELECTMASK
)
9035 case WINED3DTA_DIFFUSE
:
9036 ret
= "ffp_varying_diffuse";
9039 case WINED3DTA_CURRENT
:
9043 case WINED3DTA_TEXTURE
:
9046 case 0: ret
= "tex0"; break;
9047 case 1: ret
= "tex1"; break;
9048 case 2: ret
= "tex2"; break;
9049 case 3: ret
= "tex3"; break;
9050 case 4: ret
= "tex4"; break;
9051 case 5: ret
= "tex5"; break;
9052 case 6: ret
= "tex6"; break;
9053 case 7: ret
= "tex7"; break;
9055 ret
= "<invalid texture>";
9060 case WINED3DTA_TFACTOR
:
9064 case WINED3DTA_SPECULAR
:
9065 ret
= "ffp_varying_specular";
9068 case WINED3DTA_TEMP
:
9072 case WINED3DTA_CONSTANT
:
9075 case 0: ret
= "tss_const0"; break;
9076 case 1: ret
= "tss_const1"; break;
9077 case 2: ret
= "tss_const2"; break;
9078 case 3: ret
= "tss_const3"; break;
9079 case 4: ret
= "tss_const4"; break;
9080 case 5: ret
= "tss_const5"; break;
9081 case 6: ret
= "tss_const6"; break;
9082 case 7: ret
= "tss_const7"; break;
9084 ret
= "<invalid constant>";
9090 return "<unhandled arg>";
9093 if (arg
& WINED3DTA_COMPLEMENT
)
9095 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
9098 else if (argnum
== 1)
9100 else if (argnum
== 2)
9104 if (arg
& WINED3DTA_ALPHAREPLICATE
)
9106 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
9109 else if (argnum
== 1)
9111 else if (argnum
== 2)
9118 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
9119 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
9121 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
9131 dstreg
= "temp_reg";
9135 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
9136 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
9137 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
9141 case WINED3D_TOP_DISABLE
:
9144 case WINED3D_TOP_SELECT_ARG1
:
9145 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
9148 case WINED3D_TOP_SELECT_ARG2
:
9149 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
9152 case WINED3D_TOP_MODULATE
:
9153 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9156 case WINED3D_TOP_MODULATE_4X
:
9157 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
9158 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9161 case WINED3D_TOP_MODULATE_2X
:
9162 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
9163 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9166 case WINED3D_TOP_ADD
:
9167 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
9168 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9171 case WINED3D_TOP_ADD_SIGNED
:
9172 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
9173 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9176 case WINED3D_TOP_ADD_SIGNED_2X
:
9177 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
9178 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9181 case WINED3D_TOP_SUBTRACT
:
9182 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
9183 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9186 case WINED3D_TOP_ADD_SMOOTH
:
9187 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
9188 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
9191 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
9192 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
9193 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9194 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9197 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9198 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9199 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9200 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9203 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9204 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
9205 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9206 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9209 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9210 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9211 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9212 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
9215 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
9216 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
9217 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9218 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9221 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
9222 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
9223 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9226 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
9227 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
9228 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9231 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
9232 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9233 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9235 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
9236 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
9237 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9240 case WINED3D_TOP_BUMPENVMAP
:
9241 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9242 /* These are handled in the first pass, nothing to do. */
9245 case WINED3D_TOP_DOTPRODUCT3
:
9246 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
9247 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
9250 case WINED3D_TOP_MULTIPLY_ADD
:
9251 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
9252 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
9255 case WINED3D_TOP_LERP
:
9256 /* MSDN isn't quite right here. */
9257 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
9258 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
9262 FIXME("Unhandled operation %#x.\n", op
);
9267 /* Context activation is done by the caller. */
9268 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9269 const struct ffp_frag_settings
*settings
, const struct wined3d_context
*context
)
9271 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
9272 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
9273 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9274 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
9275 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9276 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
9277 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
9278 UINT lowest_disabled_stage
;
9280 DWORD arg0
, arg1
, arg2
;
9283 string_buffer_clear(buffer
);
9285 /* Find out which textures are read */
9286 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9288 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9291 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
9292 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
9293 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
9295 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
9296 || (stage
== 0 && settings
->color_key_enabled
))
9297 tex_map
|= 1u << stage
;
9298 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9299 tfactor_used
= TRUE
;
9300 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9301 tempreg_used
= TRUE
;
9302 if (settings
->op
[stage
].dst
== tempreg
)
9303 tempreg_used
= TRUE
;
9304 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9305 tss_const_map
|= 1u << stage
;
9307 switch (settings
->op
[stage
].cop
)
9309 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9310 lum_map
|= 1u << stage
;
9312 case WINED3D_TOP_BUMPENVMAP
:
9313 bump_map
|= 1u << stage
;
9315 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9316 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9317 tex_map
|= 1u << stage
;
9320 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9321 tfactor_used
= TRUE
;
9328 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9331 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
9332 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
9333 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
9335 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
9336 tex_map
|= 1u << stage
;
9337 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9338 tfactor_used
= TRUE
;
9339 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9340 tempreg_used
= TRUE
;
9341 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9342 tss_const_map
|= 1u << stage
;
9344 lowest_disabled_stage
= stage
;
9346 shader_glsl_add_version_declaration(buffer
, gl_info
);
9348 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9349 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9350 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
9351 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
9352 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
9353 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
9355 if (!needs_legacy_glsl_syntax(gl_info
))
9357 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9358 shader_addline(buffer
, "layout(location = 0) ");
9359 shader_addline(buffer
, "out vec4 ps_out[1];\n");
9362 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
9363 shader_addline(buffer
, "vec4 ret;\n");
9364 if (tempreg_used
|| settings
->sRGB_write
)
9365 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
9366 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
9368 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9370 const char *sampler_type
;
9372 if (tss_const_map
& (1u << stage
))
9373 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
9375 if (!(tex_map
& (1u << stage
)))
9378 switch (settings
->op
[stage
].tex_type
)
9380 case WINED3D_GL_RES_TYPE_TEX_1D
:
9381 sampler_type
= "1D";
9383 case WINED3D_GL_RES_TYPE_TEX_2D
:
9384 sampler_type
= "2D";
9386 case WINED3D_GL_RES_TYPE_TEX_3D
:
9387 sampler_type
= "3D";
9389 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9390 sampler_type
= "Cube";
9392 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9393 sampler_type
= "2DRect";
9396 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
9397 sampler_type
= NULL
;
9402 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
9403 shader_glsl_append_sampler_binding_qualifier(buffer
, context
, NULL
, stage
);
9404 shader_addline(buffer
, "uniform sampler%s ps_sampler%u;\n", sampler_type
, stage
);
9407 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
9409 if (!(bump_map
& (1u << stage
)))
9411 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
9413 if (!(lum_map
& (1u << stage
)))
9415 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
9416 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
9419 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
9420 if (settings
->color_key_enabled
)
9421 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
9422 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
9424 if (settings
->sRGB_write
)
9426 shader_addline(buffer
, "const vec4 srgb_const0 = ");
9427 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
9428 shader_addline(buffer
, ";\n");
9429 shader_addline(buffer
, "const vec4 srgb_const1 = ");
9430 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
9431 shader_addline(buffer
, ";\n");
9434 shader_addline(buffer
, "uniform struct\n{\n");
9435 shader_addline(buffer
, " vec4 color;\n");
9436 shader_addline(buffer
, " float density;\n");
9437 shader_addline(buffer
, " float end;\n");
9438 shader_addline(buffer
, " float scale;\n");
9439 shader_addline(buffer
, "} ffp_fog;\n");
9441 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
9442 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
9446 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9447 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9448 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9449 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
9450 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9454 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9455 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9456 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9457 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
9458 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9461 shader_addline(buffer
, "void main()\n{\n");
9465 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
9466 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
9469 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9471 if (tex_map
& (1u << stage
))
9473 if (settings
->pointsprite
)
9474 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
9475 else if (settings
->texcoords_initialized
& (1u << stage
))
9476 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
9477 stage
, legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
9479 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
9483 if (legacy_syntax
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
9484 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
9486 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
9487 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
9489 /* Generate texture sampling instructions */
9490 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
9492 const char *texture_function
, *coord_mask
;
9495 if (!(tex_map
& (1u << stage
)))
9498 if (settings
->op
[stage
].projected
== proj_none
)
9502 else if (settings
->op
[stage
].projected
== proj_count4
9503 || settings
->op
[stage
].projected
== proj_count3
)
9509 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
9513 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
9516 switch (settings
->op
[stage
].tex_type
)
9518 case WINED3D_GL_RES_TYPE_TEX_1D
:
9521 texture_function
= "texture1DProj";
9526 texture_function
= "texture1D";
9530 case WINED3D_GL_RES_TYPE_TEX_2D
:
9533 texture_function
= "texture2DProj";
9538 texture_function
= "texture2D";
9542 case WINED3D_GL_RES_TYPE_TEX_3D
:
9545 texture_function
= "texture3DProj";
9546 coord_mask
= "xyzw";
9550 texture_function
= "texture3D";
9554 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9555 texture_function
= "textureCube";
9558 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9561 texture_function
= "texture2DRectProj";
9566 texture_function
= "texture2DRect";
9571 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
9572 texture_function
= "";
9573 coord_mask
= "xyzw";
9577 texture_function
= proj
? "textureProj" : "texture";
9580 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
9581 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
9583 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
9585 /* With projective textures, texbem only divides the static
9586 * texture coord, not the displacement, so multiply the
9587 * displacement with the dividing parameter before passing it to
9589 if (settings
->op
[stage
].projected
!= proj_none
)
9591 if (settings
->op
[stage
].projected
== proj_count4
)
9593 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
9595 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
9599 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
9601 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
9606 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
9609 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
9610 stage
, texture_function
, stage
, coord_mask
);
9612 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9613 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
9614 stage
, stage
- 1, stage
- 1, stage
- 1);
9616 else if (settings
->op
[stage
].projected
== proj_count3
)
9618 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
9619 stage
, texture_function
, stage
, stage
);
9623 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
9624 stage
, texture_function
, stage
, stage
, coord_mask
);
9627 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
9628 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
9629 settings
->op
[stage
].color_fixup
);
9632 if (settings
->color_key_enabled
)
9634 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
9635 shader_addline(buffer
, " discard;\n");
9638 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
9640 /* Generate the main shader */
9641 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9645 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9648 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9649 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9650 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
9651 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9652 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9653 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
9654 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9655 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9656 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
9657 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9658 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9659 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9661 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
9662 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
9663 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
9664 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9666 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9668 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
9669 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9670 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9674 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
9675 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9676 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9678 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
9679 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9681 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
9682 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9683 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9684 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
9685 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
9686 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
9690 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
9691 get_fragment_output(gl_info
));
9693 if (settings
->sRGB_write
)
9694 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
9696 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
9698 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
9700 shader_addline(buffer
, "}\n");
9702 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
9703 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
9705 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
9709 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
9710 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
9712 struct glsl_ffp_vertex_shader
*shader
;
9713 const struct wine_rb_entry
*entry
;
9715 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
9716 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
9718 if (!(shader
= heap_alloc(sizeof(*shader
))))
9721 shader
->desc
.settings
= *settings
;
9722 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
9723 list_init(&shader
->linked_programs
);
9724 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
9725 ERR("Failed to insert ffp vertex shader.\n");
9730 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9731 const struct ffp_frag_settings
*args
, const struct wined3d_context
*context
)
9733 struct glsl_ffp_fragment_shader
*glsl_desc
;
9734 const struct ffp_frag_desc
*desc
;
9736 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
9737 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
9739 if (!(glsl_desc
= heap_alloc(sizeof(*glsl_desc
))))
9742 glsl_desc
->entry
.settings
= *args
;
9743 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, context
);
9744 list_init(&glsl_desc
->linked_programs
);
9745 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
9751 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9752 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
9755 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
9757 for (i
= 0; i
< vs_c_count
; ++i
)
9759 string_buffer_sprintf(name
, "vs_c[%u]", i
);
9760 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9762 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
9764 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
9766 string_buffer_sprintf(name
, "vs_i[%u]", i
);
9767 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9770 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
9772 string_buffer_sprintf(name
, "vs_b[%u]", i
);
9773 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9776 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9778 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
9780 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
9781 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9783 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
9784 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
9785 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9787 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
9788 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9790 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
9791 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
9792 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
9793 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
9794 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
9795 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
9796 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
9798 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
9799 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9800 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
9801 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9802 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
9803 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9804 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
9805 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9806 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
9807 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9808 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
9809 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9810 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
9811 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9812 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
9813 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9814 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
9815 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9816 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
9817 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9818 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
9819 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9820 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
9821 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9823 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
9824 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
9825 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
9826 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
9827 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
9828 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
9829 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
9831 string_buffer_release(&priv
->string_buffers
, name
);
9834 static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9835 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ds_program
*ds
)
9837 ds
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9840 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9841 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
9843 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9846 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9847 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
9850 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
9852 for (i
= 0; i
< ps_c_count
; ++i
)
9854 string_buffer_sprintf(name
, "ps_c[%u]", i
);
9855 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9857 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
9859 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
9861 string_buffer_sprintf(name
, "ps_i[%u]", i
);
9862 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9865 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
9867 string_buffer_sprintf(name
, "ps_b[%u]", i
);
9868 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9871 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9873 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
9874 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9875 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
9876 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9877 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
9878 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9879 string_buffer_sprintf(name
, "tss_const%u", i
);
9880 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9883 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
9884 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
9886 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
9887 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
9888 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
9889 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
9891 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
9893 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
9894 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
9895 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
9897 string_buffer_release(&priv
->string_buffers
, name
);
9900 static HRESULT
shader_glsl_compile_compute_shader(struct shader_glsl_priv
*priv
,
9901 const struct wined3d_context
*context
, struct wined3d_shader
*shader
)
9903 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
9904 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9905 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9906 struct glsl_cs_compiled_shader
*gl_shaders
;
9907 struct glsl_shader_private
*shader_data
;
9908 struct glsl_shader_prog_link
*entry
;
9909 GLuint shader_id
, program_id
;
9911 if (!(entry
= heap_alloc(sizeof(*entry
))))
9913 ERR("Out of memory.\n");
9914 return E_OUTOFMEMORY
;
9917 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
9919 ERR("Failed to allocate backend data.\n");
9921 return E_OUTOFMEMORY
;
9923 shader_data
= shader
->backend_data
;
9924 gl_shaders
= shader_data
->gl_shaders
.cs
;
9926 if (!(shader_data
->gl_shaders
.cs
= heap_alloc(sizeof(*gl_shaders
))))
9928 ERR("Failed to allocate GL shader array.\n");
9930 heap_free(shader
->backend_data
);
9931 shader
->backend_data
= NULL
;
9932 return E_OUTOFMEMORY
;
9934 shader_data
->shader_array_size
= 1;
9935 gl_shaders
= shader_data
->gl_shaders
.cs
;
9937 TRACE("Compiling compute shader %p.\n", shader
);
9939 string_buffer_clear(buffer
);
9940 shader_id
= shader_glsl_generate_compute_shader(context
, buffer
, &priv
->string_buffers
, shader
);
9941 gl_shaders
[shader_data
->num_gl_shaders
++].id
= shader_id
;
9943 program_id
= GL_EXTCALL(glCreateProgram());
9944 TRACE("Created new GLSL shader program %u.\n", program_id
);
9946 entry
->id
= program_id
;
9952 entry
->cs
.id
= shader_id
;
9953 entry
->constant_version
= 0;
9954 entry
->shader_controlled_clip_distances
= 0;
9955 entry
->ps
.np2_fixup_info
= NULL
;
9956 add_glsl_program_entry(priv
, entry
);
9958 TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id
, program_id
);
9959 GL_EXTCALL(glAttachShader(program_id
, shader_id
));
9960 checkGLcall("glAttachShader");
9962 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
9964 TRACE("Linking GLSL shader program %u.\n", program_id
);
9965 GL_EXTCALL(glLinkProgram(program_id
));
9966 shader_glsl_validate_link(gl_info
, program_id
);
9968 GL_EXTCALL(glUseProgram(program_id
));
9969 checkGLcall("glUseProgram");
9970 shader_glsl_load_program_resources(context
, priv
, program_id
, shader
);
9971 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
9973 entry
->constant_update_mask
= 0;
9975 GL_EXTCALL(glUseProgram(ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0));
9976 checkGLcall("glUseProgram");
9980 static GLuint
find_glsl_compute_shader(const struct wined3d_context
*context
,
9981 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
9983 struct glsl_shader_private
*shader_data
;
9985 if (!shader
->backend_data
)
9987 WARN("Failed to find GLSL program for compute shader %p.\n", shader
);
9988 if (FAILED(shader_glsl_compile_compute_shader(priv
, context
, shader
)))
9990 ERR("Failed to compile compute shader %p.\n", shader
);
9994 shader_data
= shader
->backend_data
;
9995 return shader_data
->gl_shaders
.cs
[0].id
;
9998 /* Context activation is done by the caller. */
9999 static void set_glsl_compute_shader_program(const struct wined3d_context
*context
,
10000 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10002 struct glsl_shader_prog_link
*entry
;
10003 struct wined3d_shader
*shader
;
10004 struct glsl_program_key key
;
10007 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
10010 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
10012 WARN("Compute shader is NULL.\n");
10013 ctx_data
->glsl_program
= NULL
;
10017 cs_id
= find_glsl_compute_shader(context
, priv
, shader
);
10018 memset(&key
, 0, sizeof(key
));
10020 if (!(entry
= get_glsl_program_entry(priv
, &key
)))
10021 ERR("Failed to find GLSL program for compute shader %p.\n", shader
);
10022 ctx_data
->glsl_program
= entry
;
10025 /* Context activation is done by the caller. */
10026 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
10027 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10029 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
10030 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10031 const struct wined3d_shader
*pre_rasterization_shader
;
10032 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
10033 struct wined3d_shader
*hshader
, *dshader
, *gshader
;
10034 struct glsl_shader_prog_link
*entry
= NULL
;
10035 struct wined3d_shader
*vshader
= NULL
;
10036 struct wined3d_shader
*pshader
= NULL
;
10037 GLuint reorder_shader_id
= 0;
10038 struct glsl_program_key key
;
10046 struct list
*ps_list
, *vs_list
;
10048 struct wined3d_string_buffer
*tmp_name
;
10050 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
10052 vs_id
= ctx_data
->glsl_program
->vs
.id
;
10053 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
10056 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10058 else if (use_vs(state
))
10060 struct vs_compile_args vs_compile_args
;
10062 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10064 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, context
);
10065 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
10066 vs_list
= &vshader
->linked_programs
;
10068 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
10070 struct glsl_ffp_vertex_shader
*ffp_shader
;
10071 struct wined3d_ffp_vs_settings settings
;
10073 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
10074 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
10075 vs_id
= ffp_shader
->id
;
10076 vs_list
= &ffp_shader
->linked_programs
;
10079 hshader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
10080 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_HULL
)) && ctx_data
->glsl_program
)
10081 hs_id
= ctx_data
->glsl_program
->hs
.id
;
10083 hs_id
= find_glsl_hull_shader(context
, priv
, hshader
);
10085 dshader
= state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
];
10086 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_DOMAIN
)) && ctx_data
->glsl_program
)
10088 ds_id
= ctx_data
->glsl_program
->ds
.id
;
10092 struct ds_compile_args args
;
10094 find_ds_compile_args(state
, dshader
, &args
, context
);
10095 ds_id
= find_glsl_domain_shader(context
, priv
, dshader
, &args
);
10098 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
10099 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
)) && ctx_data
->glsl_program
)
10101 gs_id
= ctx_data
->glsl_program
->gs
.id
;
10105 struct gs_compile_args args
;
10107 find_gs_compile_args(state
, gshader
, &args
, context
);
10108 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
10111 /* A pixel shader is not used when rasterization is disabled. */
10112 if (is_rasterization_disabled(gshader
))
10117 else if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
10119 ps_id
= ctx_data
->glsl_program
->ps
.id
;
10120 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
10123 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10125 else if (use_ps(state
))
10127 struct ps_compile_args ps_compile_args
;
10128 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10129 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
10130 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
10131 pshader
, &ps_compile_args
, &np2fixup_info
);
10132 ps_list
= &pshader
->linked_programs
;
10134 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
10135 && !(vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4))
10137 struct glsl_ffp_fragment_shader
*ffp_shader
;
10138 struct ffp_frag_settings settings
;
10140 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
10141 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, &settings
, context
);
10142 ps_id
= ffp_shader
->id
;
10143 ps_list
= &ffp_shader
->linked_programs
;
10152 if ((!vs_id
&& !hs_id
&& !ds_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
10154 ctx_data
->glsl_program
= entry
;
10158 /* If we get to this point, then no matching program exists, so we create one */
10159 program_id
= GL_EXTCALL(glCreateProgram());
10160 TRACE("Created new GLSL shader program %u.\n", program_id
);
10162 /* Create the entry */
10163 entry
= heap_alloc(sizeof(*entry
));
10164 entry
->id
= program_id
;
10165 entry
->vs
.id
= vs_id
;
10166 entry
->hs
.id
= hs_id
;
10167 entry
->ds
.id
= ds_id
;
10168 entry
->gs
.id
= gs_id
;
10169 entry
->ps
.id
= ps_id
;
10171 entry
->constant_version
= 0;
10172 entry
->shader_controlled_clip_distances
= 0;
10173 entry
->ps
.np2_fixup_info
= np2fixup_info
;
10174 /* Add the hash table entry */
10175 add_glsl_program_entry(priv
, entry
);
10177 /* Set the current program */
10178 ctx_data
->glsl_program
= entry
;
10180 /* Attach GLSL vshader */
10183 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
10184 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
10185 checkGLcall("glAttachShader");
10187 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
10192 attribs_map
= vshader
->reg_maps
.input_registers
;
10193 if (vshader
->reg_maps
.shader_version
.major
< 4)
10195 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
10196 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
10197 d3d_info
->emulated_flatshading
10198 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
10199 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
10200 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
10201 checkGLcall("glAttachShader");
10202 /* Flag the reorder function for deletion, it will be freed
10203 * automatically when the program is destroyed. */
10204 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
10209 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
10212 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
10214 /* Bind vertex attributes to a corresponding index number to match
10215 * the same index numbers as ARB_vertex_programs (makes loading
10216 * vertex attributes simpler). With this method, we can use the
10217 * exact same code to load the attributes later for both ARB and
10220 * We have to do this here because we need to know the Program ID
10221 * in order to make the bindings work, and it has to be done prior
10222 * to linking the GLSL program. */
10223 tmp_name
= string_buffer_get(&priv
->string_buffers
);
10224 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
10226 if (!(attribs_map
& 1))
10229 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
10230 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10231 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
10233 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
10234 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10235 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
10236 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10239 checkGLcall("glBindAttribLocation");
10240 string_buffer_release(&priv
->string_buffers
, tmp_name
);
10242 if (!needs_legacy_glsl_syntax(gl_info
))
10244 GL_EXTCALL(glBindFragDataLocation(program_id
, 0, "ps_out"));
10245 checkGLcall("glBindFragDataLocation");
10251 TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id
, program_id
);
10252 GL_EXTCALL(glAttachShader(program_id
, hs_id
));
10253 checkGLcall("glAttachShader");
10255 list_add_head(&hshader
->linked_programs
, &entry
->hs
.shader_entry
);
10260 TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id
, program_id
);
10261 GL_EXTCALL(glAttachShader(program_id
, ds_id
));
10262 checkGLcall("glAttachShader");
10264 list_add_head(&dshader
->linked_programs
, &entry
->ds
.shader_entry
);
10269 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
10270 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
10271 checkGLcall("glAttachShader");
10273 shader_glsl_init_transform_feedback(context
, priv
, program_id
, gshader
);
10275 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
10278 /* Attach GLSL pshader */
10281 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
10282 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
10283 checkGLcall("glAttachShader");
10285 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
10288 /* Link the program */
10289 TRACE("Linking GLSL shader program %u.\n", program_id
);
10290 GL_EXTCALL(glLinkProgram(program_id
));
10291 shader_glsl_validate_link(gl_info
, program_id
);
10293 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
10294 vshader
? vshader
->limits
->constant_float
: 0);
10295 shader_glsl_init_ds_uniform_locations(gl_info
, priv
, program_id
, &entry
->ds
);
10296 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
10297 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
10298 pshader
? pshader
->limits
->constant_float
: 0);
10299 checkGLcall("find glsl program uniform locations");
10301 pre_rasterization_shader
= gshader
? gshader
: dshader
? dshader
: vshader
;
10302 if (pre_rasterization_shader
&& pre_rasterization_shader
->reg_maps
.shader_version
.major
>= 4)
10304 unsigned int clip_distance_count
= wined3d_popcount(pre_rasterization_shader
->reg_maps
.clip_distance_mask
);
10305 entry
->shader_controlled_clip_distances
= 1;
10306 entry
->clip_distance_mask
= (1u << clip_distance_count
) - 1;
10309 if (needs_legacy_glsl_syntax(gl_info
))
10311 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
10312 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
10314 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
10315 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
10319 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10324 /* With core profile we never change vertex_color_clamp from
10325 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
10326 * glClampColorARB(). */
10327 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10330 /* Set the shader to allow uniform loading on it */
10331 GL_EXTCALL(glUseProgram(program_id
));
10332 checkGLcall("glUseProgram");
10334 entry
->constant_update_mask
= 0;
10337 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
10338 if (vshader
->reg_maps
.integer_constants
)
10339 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
10340 if (vshader
->reg_maps
.boolean_constants
)
10341 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
10342 if (entry
->vs
.pos_fixup_location
!= -1)
10343 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10345 shader_glsl_load_program_resources(context
, priv
, program_id
, vshader
);
10349 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
10350 | WINED3D_SHADER_CONST_FFP_PROJ
;
10352 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
10354 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
10356 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10361 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10363 if (entry
->vs
.texture_matrix_location
[i
] != -1)
10365 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10369 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
10370 || entry
->vs
.material_specular_location
!= -1
10371 || entry
->vs
.material_emissive_location
!= -1
10372 || entry
->vs
.material_shininess_location
!= -1)
10373 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
10374 if (entry
->vs
.light_ambient_location
!= -1)
10375 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
10377 if (entry
->vs
.clip_planes_location
!= -1)
10378 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10379 if (entry
->vs
.pointsize_min_location
!= -1)
10380 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10383 shader_glsl_load_program_resources(context
, priv
, program_id
, hshader
);
10387 if (entry
->ds
.pos_fixup_location
!= -1)
10388 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10390 shader_glsl_load_program_resources(context
, priv
, program_id
, dshader
);
10395 if (entry
->gs
.pos_fixup_location
!= -1)
10396 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10398 shader_glsl_load_program_resources(context
, priv
, program_id
, gshader
);
10405 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
10406 if (pshader
->reg_maps
.integer_constants
)
10407 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
10408 if (pshader
->reg_maps
.boolean_constants
)
10409 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
10410 if (entry
->ps
.ycorrection_location
!= -1)
10411 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
10413 shader_glsl_load_program_resources(context
, priv
, program_id
, pshader
);
10414 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
10418 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10420 shader_glsl_load_samplers(context
, priv
, program_id
, NULL
);
10423 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10425 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
10427 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
10432 if (entry
->ps
.fog_color_location
!= -1)
10433 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10434 if (entry
->ps
.alpha_test_ref_location
!= -1)
10435 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10436 if (entry
->ps
.np2_fixup_location
!= -1)
10437 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
10438 if (entry
->ps
.color_key_location
!= -1)
10439 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10443 static void shader_glsl_precompile(void *shader_priv
, struct wined3d_shader
*shader
)
10445 struct wined3d_device
*device
= shader
->device
;
10446 struct wined3d_context
*context
;
10448 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
10450 context
= context_acquire(device
, NULL
, 0);
10451 shader_glsl_compile_compute_shader(shader_priv
, context
, shader
);
10452 context_release(context
);
10456 /* Context activation is done by the caller. */
10457 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
10458 const struct wined3d_state
*state
)
10460 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10461 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10462 struct shader_glsl_priv
*priv
= shader_priv
;
10463 struct glsl_shader_prog_link
*glsl_program
;
10464 GLenum current_vertex_color_clamp
;
10465 GLuint program_id
, prev_id
;
10467 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
10468 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
10470 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10471 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
10472 glsl_program
= ctx_data
->glsl_program
;
10476 program_id
= glsl_program
->id
;
10477 current_vertex_color_clamp
= glsl_program
->vs
.vertex_color_clamp
;
10478 if (glsl_program
->shader_controlled_clip_distances
)
10479 context_enable_clip_distances(context
, glsl_program
->clip_distance_mask
);
10484 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10487 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
10489 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
10490 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10492 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
10493 checkGLcall("glClampColorARB");
10497 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
10501 TRACE("Using GLSL program %u.\n", program_id
);
10503 if (prev_id
!= program_id
)
10505 GL_EXTCALL(glUseProgram(program_id
));
10506 checkGLcall("glUseProgram");
10509 context
->constant_update_mask
|= glsl_program
->constant_update_mask
;
10512 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10515 /* Context activation is done by the caller. */
10516 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
10517 const struct wined3d_state
*state
)
10519 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10520 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10521 struct shader_glsl_priv
*priv
= shader_priv
;
10522 GLuint program_id
, prev_id
;
10524 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10525 set_glsl_compute_shader_program(context
, state
, priv
, ctx_data
);
10526 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10528 TRACE("Using GLSL program %u.\n", program_id
);
10530 if (prev_id
!= program_id
)
10532 GL_EXTCALL(glUseProgram(program_id
));
10533 checkGLcall("glUseProgram");
10536 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10537 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10538 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10539 | (1u << WINED3D_SHADER_TYPE_HULL
)
10540 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
10543 /* "context" is not necessarily the currently active context. */
10544 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
10546 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10548 ctx_data
->glsl_program
= NULL
;
10549 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10550 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10551 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10552 | (1u << WINED3D_SHADER_TYPE_HULL
)
10553 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
10554 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10557 /* Context activation is done by the caller. */
10558 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
10560 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10561 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10562 struct shader_glsl_priv
*priv
= shader_priv
;
10564 shader_glsl_invalidate_current_program(context
);
10565 GL_EXTCALL(glUseProgram(0));
10566 checkGLcall("glUseProgram");
10568 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
10569 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
10571 if (needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10573 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10574 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
10575 checkGLcall("glClampColorARB");
10579 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
10580 const struct glsl_shader_prog_link
*program
)
10582 const struct glsl_context_data
*ctx_data
;
10583 struct wined3d_context
*context
;
10586 for (i
= 0; i
< device
->context_count
; ++i
)
10588 context
= device
->contexts
[i
];
10589 ctx_data
= context
->shader_backend_data
;
10591 if (ctx_data
->glsl_program
== program
)
10592 shader_glsl_invalidate_current_program(context
);
10596 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
10598 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
10599 struct wined3d_device
*device
= shader
->device
;
10600 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10601 const struct wined3d_gl_info
*gl_info
;
10602 const struct list
*linked_programs
;
10603 struct wined3d_context
*context
;
10605 if (!shader_data
|| !shader_data
->num_gl_shaders
)
10607 heap_free(shader_data
);
10608 shader
->backend_data
= NULL
;
10612 context
= context_acquire(device
, NULL
, 0);
10613 gl_info
= context
->gl_info
;
10615 TRACE("Deleting linked programs.\n");
10616 linked_programs
= &shader
->linked_programs
;
10617 if (linked_programs
->next
)
10619 struct glsl_shader_prog_link
*entry
, *entry2
;
10622 switch (shader
->reg_maps
.shader_version
.type
)
10624 case WINED3D_SHADER_TYPE_PIXEL
:
10626 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
10628 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10630 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
10631 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10632 checkGLcall("glDeleteShader");
10634 heap_free(shader_data
->gl_shaders
.ps
);
10636 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10637 struct glsl_shader_prog_link
, ps
.shader_entry
)
10639 shader_glsl_invalidate_contexts_program(device
, entry
);
10640 delete_glsl_program_entry(priv
, gl_info
, entry
);
10646 case WINED3D_SHADER_TYPE_VERTEX
:
10648 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
10650 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10652 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
10653 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10654 checkGLcall("glDeleteShader");
10656 heap_free(shader_data
->gl_shaders
.vs
);
10658 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10659 struct glsl_shader_prog_link
, vs
.shader_entry
)
10661 shader_glsl_invalidate_contexts_program(device
, entry
);
10662 delete_glsl_program_entry(priv
, gl_info
, entry
);
10668 case WINED3D_SHADER_TYPE_HULL
:
10670 struct glsl_hs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.hs
;
10672 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10674 TRACE("Deleting hull shader %u.\n", gl_shaders
[i
].id
);
10675 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10676 checkGLcall("glDeleteShader");
10678 heap_free(shader_data
->gl_shaders
.hs
);
10680 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10681 struct glsl_shader_prog_link
, hs
.shader_entry
)
10683 shader_glsl_invalidate_contexts_program(device
, entry
);
10684 delete_glsl_program_entry(priv
, gl_info
, entry
);
10690 case WINED3D_SHADER_TYPE_DOMAIN
:
10692 struct glsl_ds_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ds
;
10694 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10696 TRACE("Deleting domain shader %u.\n", gl_shaders
[i
].id
);
10697 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10698 checkGLcall("glDeleteShader");
10700 heap_free(shader_data
->gl_shaders
.ds
);
10702 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10703 struct glsl_shader_prog_link
, ds
.shader_entry
)
10705 shader_glsl_invalidate_contexts_program(device
, entry
);
10706 delete_glsl_program_entry(priv
, gl_info
, entry
);
10712 case WINED3D_SHADER_TYPE_GEOMETRY
:
10714 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
10716 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10718 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
10719 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10720 checkGLcall("glDeleteShader");
10722 heap_free(shader_data
->gl_shaders
.gs
);
10724 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10725 struct glsl_shader_prog_link
, gs
.shader_entry
)
10727 shader_glsl_invalidate_contexts_program(device
, entry
);
10728 delete_glsl_program_entry(priv
, gl_info
, entry
);
10734 case WINED3D_SHADER_TYPE_COMPUTE
:
10736 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
10738 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10740 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
10741 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10742 checkGLcall("glDeleteShader");
10744 heap_free(shader_data
->gl_shaders
.cs
);
10746 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10747 struct glsl_shader_prog_link
, cs
.shader_entry
)
10749 shader_glsl_invalidate_contexts_program(device
, entry
);
10750 delete_glsl_program_entry(priv
, gl_info
, entry
);
10757 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
10762 heap_free(shader
->backend_data
);
10763 shader
->backend_data
= NULL
;
10765 context_release(context
);
10768 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
10770 const struct glsl_program_key
*k
= key
;
10771 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
10772 const struct glsl_shader_prog_link
, program_lookup_entry
);
10774 if (k
->vs_id
> prog
->vs
.id
) return 1;
10775 else if (k
->vs_id
< prog
->vs
.id
) return -1;
10777 if (k
->gs_id
> prog
->gs
.id
) return 1;
10778 else if (k
->gs_id
< prog
->gs
.id
) return -1;
10780 if (k
->ps_id
> prog
->ps
.id
) return 1;
10781 else if (k
->ps_id
< prog
->ps
.id
) return -1;
10783 if (k
->hs_id
> prog
->hs
.id
) return 1;
10784 else if (k
->hs_id
< prog
->hs
.id
) return -1;
10786 if (k
->ds_id
> prog
->ds
.id
) return 1;
10787 else if (k
->ds_id
< prog
->ds
.id
) return -1;
10789 if (k
->cs_id
> prog
->cs
.id
) return 1;
10790 else if (k
->cs_id
< prog
->cs
.id
) return -1;
10795 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
10797 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
10798 + constant_count
* sizeof(*heap
->contained
)
10799 + constant_count
* sizeof(*heap
->positions
);
10802 if (!(mem
= heap_alloc(size
)))
10804 ERR("Failed to allocate memory\n");
10808 heap
->entries
= mem
;
10809 heap
->entries
[1].version
= 0;
10810 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
10811 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
10812 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
10818 static void constant_heap_free(struct constant_heap
*heap
)
10820 heap_free(heap
->entries
);
10823 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
10824 const struct fragment_pipeline
*fragment_pipe
)
10826 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
10827 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
10828 struct fragment_caps fragment_caps
;
10829 void *vertex_priv
, *fragment_priv
;
10830 struct shader_glsl_priv
*priv
;
10832 if (!(priv
= heap_alloc_zero(sizeof(*priv
))))
10833 return E_OUTOFMEMORY
;
10835 string_buffer_list_init(&priv
->string_buffers
);
10837 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
10839 ERR("Failed to initialize vertex pipe.\n");
10844 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
10846 ERR("Failed to initialize fragment pipe.\n");
10847 vertex_pipe
->vp_free(device
);
10852 if (!string_buffer_init(&priv
->shader_buffer
))
10854 ERR("Failed to initialize shader buffer.\n");
10858 if (!(priv
->stack
= heap_calloc(stack_size
, sizeof(*priv
->stack
))))
10860 ERR("Failed to allocate memory.\n");
10864 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
10866 ERR("Failed to initialize vertex shader constant heap\n");
10870 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
10872 ERR("Failed to initialize pixel shader constant heap\n");
10876 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
10878 priv
->next_constant_version
= 1;
10879 priv
->vertex_pipe
= vertex_pipe
;
10880 priv
->fragment_pipe
= fragment_pipe
;
10881 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
10882 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
10883 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
10885 device
->vertex_priv
= vertex_priv
;
10886 device
->fragment_priv
= fragment_priv
;
10887 device
->shader_priv
= priv
;
10892 constant_heap_free(&priv
->pconst_heap
);
10893 constant_heap_free(&priv
->vconst_heap
);
10894 heap_free(priv
->stack
);
10895 string_buffer_free(&priv
->shader_buffer
);
10896 fragment_pipe
->free_private(device
);
10897 vertex_pipe
->vp_free(device
);
10899 return E_OUTOFMEMORY
;
10902 /* Context activation is done by the caller. */
10903 static void shader_glsl_free(struct wined3d_device
*device
)
10905 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10907 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
10908 constant_heap_free(&priv
->pconst_heap
);
10909 constant_heap_free(&priv
->vconst_heap
);
10910 heap_free(priv
->stack
);
10911 string_buffer_list_cleanup(&priv
->string_buffers
);
10912 string_buffer_free(&priv
->shader_buffer
);
10913 priv
->fragment_pipe
->free_private(device
);
10914 priv
->vertex_pipe
->vp_free(device
);
10916 heap_free(device
->shader_priv
);
10917 device
->shader_priv
= NULL
;
10920 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
10922 struct glsl_context_data
*ctx_data
;
10924 if (!(ctx_data
= heap_alloc_zero(sizeof(*ctx_data
))))
10926 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10927 context
->shader_backend_data
= ctx_data
;
10931 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
10933 heap_free(context
->shader_backend_data
);
10936 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
10938 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10940 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
10941 checkGLcall("GL_PROGRAM_POINT_SIZE");
10944 static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info
*gl_info
)
10946 BOOL shader_model_4
= gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
10947 && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
10948 && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
10949 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
10950 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
];
10953 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
10954 && gl_info
->supported
[ARB_CULL_DISTANCE
]
10955 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
10956 && gl_info
->supported
[ARB_DRAW_INDIRECT
]
10957 && gl_info
->supported
[ARB_GPU_SHADER5
]
10958 && gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
]
10959 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
10960 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
10961 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
]
10962 && gl_info
->supported
[ARB_TESSELLATION_SHADER
]
10963 && gl_info
->supported
[ARB_TEXTURE_GATHER
]
10964 && gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
10967 if (shader_model_4
)
10970 /* Support for texldd and texldl instructions in pixel shaders is required
10972 if (shader_glsl_has_core_grad(gl_info
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
10978 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
10980 unsigned int shader_model
= shader_glsl_get_shader_model(gl_info
);
10982 TRACE("Shader model %u.\n", shader_model
);
10984 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
10985 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
10986 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
10987 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
10988 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
10989 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
10991 caps
->vs_version
= gl_info
->supported
[ARB_VERTEX_SHADER
] ? caps
->vs_version
: 0;
10992 caps
->ps_version
= gl_info
->supported
[ARB_FRAGMENT_SHADER
] ? caps
->ps_version
: 0;
10994 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
10995 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
10996 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
10998 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
10999 * Direct3D minimum requirement.
11001 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
11002 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
11004 * The problem is that the refrast clamps temporary results in the shader to
11005 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
11006 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
11007 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
11008 * offer a way to query this.
11010 if (shader_model
>= 4)
11011 caps
->ps_1x_max_value
= FLT_MAX
;
11013 caps
->ps_1x_max_value
= 1024.0f
;
11015 /* Ideally we'd only set caps like sRGB writes here if supported by both
11016 * the shader backend and the fragment pipe, but we can get called before
11017 * shader_glsl_alloc(). */
11018 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
11019 | WINED3D_SHADER_CAP_SRGB_WRITE
;
11022 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
11024 /* We support everything except YUV conversions. */
11025 return !is_complex_fixup(fixup
);
11028 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
11030 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
11031 /* WINED3DSIH_ADD */ shader_glsl_binop
,
11032 /* WINED3DSIH_AND */ shader_glsl_binop
,
11033 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
11034 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
11035 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
11036 /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic
,
11037 /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic
,
11038 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
11039 /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic
,
11040 /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic
,
11041 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
11042 /* WINED3DSIH_BEM */ shader_glsl_bem
,
11043 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
11044 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
11045 /* WINED3DSIH_BREAK */ shader_glsl_break
,
11046 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
11047 /* WINED3DSIH_BREAKP */ shader_glsl_conditional_op
,
11048 /* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo
,
11049 /* WINED3DSIH_CALL */ shader_glsl_call
,
11050 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
11051 /* WINED3DSIH_CASE */ shader_glsl_case
,
11052 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
11053 /* WINED3DSIH_CND */ shader_glsl_cnd
,
11054 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
11055 /* WINED3DSIH_CONTINUEP */ shader_glsl_conditional_op
,
11056 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
11057 /* WINED3DSIH_CRS */ shader_glsl_cross
,
11058 /* WINED3DSIH_CUT */ shader_glsl_cut
,
11059 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
11060 /* WINED3DSIH_DCL */ shader_glsl_nop
,
11061 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
11062 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
11063 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
11064 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
11065 /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop
,
11066 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11067 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11068 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop
,
11069 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
11070 /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop
,
11071 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
11072 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
11073 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11074 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
11075 /* WINED3DSIH_DCL_INPUT_PS */ shader_glsl_nop
,
11076 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
11077 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
11078 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
11079 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
11080 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
11081 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
11082 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11083 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
11084 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
11085 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
11086 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop
,
11087 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
11088 /* WINED3DSIH_DCL_STREAM */ NULL
,
11089 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
11090 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop
,
11091 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop
,
11092 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop
,
11093 /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop
,
11094 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop
,
11095 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
11096 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
11097 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
11098 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
11099 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
11100 /* WINED3DSIH_DEF */ shader_glsl_nop
,
11101 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
11102 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
11103 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
11104 /* WINED3DSIH_DIV */ shader_glsl_binop
,
11105 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
11106 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
11107 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
11108 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
11109 /* WINED3DSIH_DST */ shader_glsl_dst
,
11110 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
11111 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
11112 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
11113 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
11114 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
11115 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
11116 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL
,
11117 /* WINED3DSIH_ELSE */ shader_glsl_else
,
11118 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
11119 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
11120 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
11121 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
11122 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
11123 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
11124 /* WINED3DSIH_EQ */ shader_glsl_relop
,
11125 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
11126 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
11127 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
11128 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
11129 /* WINED3DSIH_FCALL */ NULL
,
11130 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
11131 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
11132 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
11133 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
11134 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
11135 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
11136 /* WINED3DSIH_GATHER4 */ shader_glsl_gather4
,
11137 /* WINED3DSIH_GATHER4_C */ shader_glsl_gather4
,
11138 /* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4
,
11139 /* WINED3DSIH_GATHER4_PO_C */ shader_glsl_gather4
,
11140 /* WINED3DSIH_GE */ shader_glsl_relop
,
11141 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop
,
11142 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
11143 /* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop
,
11144 /* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop
,
11145 /* WINED3DSIH_IADD */ shader_glsl_binop
,
11146 /* WINED3DSIH_IBFE */ shader_glsl_bitwise_op
,
11147 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
11148 /* WINED3DSIH_IF */ shader_glsl_if
,
11149 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
11150 /* WINED3DSIH_IGE */ shader_glsl_relop
,
11151 /* WINED3DSIH_ILT */ shader_glsl_relop
,
11152 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
11153 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
11154 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
11155 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter
,
11156 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
11157 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
11158 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter
,
11159 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
11160 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
11161 /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic
,
11162 /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic
,
11163 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
11164 /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic
,
11165 /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic
,
11166 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
11167 /* WINED3DSIH_IMUL */ shader_glsl_mul_extended
,
11168 /* WINED3DSIH_INE */ shader_glsl_relop
,
11169 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
11170 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
11171 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
11172 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
11173 /* WINED3DSIH_LABEL */ shader_glsl_label
,
11174 /* WINED3DSIH_LD */ shader_glsl_ld
,
11175 /* WINED3DSIH_LD2DMS */ shader_glsl_ld
,
11176 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured
,
11177 /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured
,
11178 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
11179 /* WINED3DSIH_LIT */ shader_glsl_lit
,
11180 /* WINED3DSIH_LOD */ NULL
,
11181 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
11182 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
11183 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
11184 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
11185 /* WINED3DSIH_LT */ shader_glsl_relop
,
11186 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
11187 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
11188 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
11189 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
11190 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
11191 /* WINED3DSIH_MAD */ shader_glsl_mad
,
11192 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
11193 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
11194 /* WINED3DSIH_MOV */ shader_glsl_mov
,
11195 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
11196 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
11197 /* WINED3DSIH_MUL */ shader_glsl_binop
,
11198 /* WINED3DSIH_NE */ shader_glsl_relop
,
11199 /* WINED3DSIH_NOP */ shader_glsl_nop
,
11200 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
11201 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
11202 /* WINED3DSIH_OR */ shader_glsl_binop
,
11203 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
11204 /* WINED3DSIH_POW */ shader_glsl_pow
,
11205 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
11206 /* WINED3DSIH_REP */ shader_glsl_rep
,
11207 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
11208 /* WINED3DSIH_RET */ shader_glsl_ret
,
11209 /* WINED3DSIH_RETP */ shader_glsl_conditional_op
,
11210 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
11211 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
11212 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
11213 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
11214 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
11215 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
11216 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
11217 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
11218 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
11219 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
11220 /* WINED3DSIH_SAMPLE_INFO */ NULL
,
11221 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
11222 /* WINED3DSIH_SAMPLE_POS */ NULL
,
11223 /* WINED3DSIH_SETP */ NULL
,
11224 /* WINED3DSIH_SGE */ shader_glsl_compare
,
11225 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
11226 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
11227 /* WINED3DSIH_SLT */ shader_glsl_compare
,
11228 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
11229 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured
,
11230 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured
,
11231 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
11232 /* WINED3DSIH_SUB */ shader_glsl_binop
,
11233 /* WINED3DSIH_SWAPC */ shader_glsl_swapc
,
11234 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
11235 /* WINED3DSIH_SYNC */ shader_glsl_sync
,
11236 /* WINED3DSIH_TEX */ shader_glsl_tex
,
11237 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
11238 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
11239 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
11240 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
11241 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
11242 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
11243 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
11244 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
11245 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
11246 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
11247 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
11248 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
11249 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
11250 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
11251 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
11252 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
11253 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
11254 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
11255 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
11256 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
11257 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
11258 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
11259 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
11260 /* WINED3DSIH_UGE */ shader_glsl_relop
,
11261 /* WINED3DSIH_ULT */ shader_glsl_relop
,
11262 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
11263 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
11264 /* WINED3DSIH_UMUL */ shader_glsl_mul_extended
,
11265 /* WINED3DSIH_USHR */ shader_glsl_binop
,
11266 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
11267 /* WINED3DSIH_XOR */ shader_glsl_binop
,
11270 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
11271 SHADER_HANDLER hw_fct
;
11273 /* Select handler */
11274 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
11276 /* Unhandled opcode */
11279 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
11284 shader_glsl_add_instruction_modifiers(ins
);
11287 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
11289 struct shader_glsl_priv
*priv
= shader_priv
;
11291 return priv
->ffp_proj_control
;
11294 const struct wined3d_shader_backend_ops glsl_shader_backend
=
11296 shader_glsl_handle_instruction
,
11297 shader_glsl_precompile
,
11298 shader_glsl_select
,
11299 shader_glsl_select_compute
,
11300 shader_glsl_disable
,
11301 shader_glsl_update_float_vertex_constants
,
11302 shader_glsl_update_float_pixel_constants
,
11303 shader_glsl_load_constants
,
11304 shader_glsl_destroy
,
11307 shader_glsl_allocate_context_data
,
11308 shader_glsl_free_context_data
,
11309 shader_glsl_init_context_state
,
11310 shader_glsl_get_caps
,
11311 shader_glsl_color_fixup_supported
,
11312 shader_glsl_has_ffp_proj_control
,
11315 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
11317 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
11319 caps
->xyzrhw
= TRUE
;
11320 caps
->emulated_flatshading
= !needs_legacy_glsl_syntax(gl_info
);
11321 caps
->ffp_generic_attributes
= TRUE
;
11322 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
11323 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
11324 caps
->max_vertex_blend_matrix_index
= 0;
11325 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
11326 | WINED3DVTXPCAPS_MATERIALSOURCE7
11327 | WINED3DVTXPCAPS_VERTEXFOG
11328 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
11329 | WINED3DVTXPCAPS_POSITIONALLIGHTS
11330 | WINED3DVTXPCAPS_LOCALVIEWER
11331 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
11332 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
11333 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
11334 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
11337 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
11339 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
11340 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11344 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11346 struct shader_glsl_priv
*priv
;
11348 if (shader_backend
== &glsl_shader_backend
)
11350 priv
= shader_priv
;
11351 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
11355 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
11360 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
11362 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11363 struct glsl_ffp_vertex_shader
, desc
.entry
);
11364 struct glsl_shader_prog_link
*program
, *program2
;
11365 struct glsl_ffp_destroy_ctx
*ctx
= context
;
11367 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11368 struct glsl_shader_prog_link
, vs
.shader_entry
)
11370 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
11372 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
11376 /* Context activation is done by the caller. */
11377 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
11379 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
11380 struct glsl_ffp_destroy_ctx ctx
;
11383 ctx
.gl_info
= &device
->adapter
->gl_info
;
11384 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
11387 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
11388 const struct wined3d_state
*state
, DWORD state_id
) {}
11390 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
11391 const struct wined3d_state
*state
, DWORD state_id
)
11393 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11396 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
11397 const struct wined3d_state
*state
, DWORD state_id
)
11399 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11400 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
11401 const BOOL legacy_clip_planes
= needs_legacy_glsl_syntax(gl_info
);
11402 BOOL transformed
= context
->stream_info
.position_transformed
;
11403 BOOL wasrhw
= context
->last_was_rhw
;
11406 context
->last_was_rhw
= transformed
;
11408 /* If the vertex declaration contains a transformed position attribute,
11409 * the draw uses the fixed function vertex pipeline regardless of any
11410 * vertex shader set by the application. */
11411 if (transformed
!= wasrhw
11412 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
11413 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11415 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
11417 if (!use_vs(state
))
11419 if (context
->last_was_vshader
)
11421 if (legacy_clip_planes
)
11422 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11423 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11425 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11428 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11430 /* Because of settings->texcoords, we have to regenerate the vertex
11431 * shader on a vdecl change if there aren't enough varyings to just
11432 * always output all the texture coordinates. */
11433 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
11434 || normal
!= context
->last_was_normal
)
11435 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11438 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
11439 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
11440 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11444 if (!context
->last_was_vshader
)
11446 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
11447 if (legacy_clip_planes
)
11448 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11449 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11451 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11455 context
->last_was_vshader
= use_vs(state
);
11456 context
->last_was_normal
= normal
;
11459 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
11460 const struct wined3d_state
*state
, DWORD state_id
)
11462 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11463 /* Different vertex shaders potentially require a different vertex attributes setup. */
11464 if (!isStateDirty(context
, STATE_VDECL
))
11465 context_apply_state(context
, state
, STATE_VDECL
);
11468 static void glsl_vertex_pipe_hs(struct wined3d_context
*context
,
11469 const struct wined3d_state
*state
, DWORD state_id
)
11471 /* In Direct3D tessellator options (e.g. output primitive type, primitive
11472 * winding) are defined in Hull Shaders, while in GLSL those are
11473 * specified in Tessellation Evaluation Shaders. */
11474 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11476 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
11477 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11480 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
11481 const struct wined3d_state
*state
, DWORD state_id
)
11483 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
11484 BOOL rasterization_disabled
;
11486 rasterization_disabled
= is_rasterization_disabled(state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]);
11487 if (ctx_data
->rasterization_disabled
!= rasterization_disabled
)
11488 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11489 ctx_data
->rasterization_disabled
= rasterization_disabled
;
11491 if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11492 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11493 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11494 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11495 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11498 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
11499 const struct wined3d_state
*state
, DWORD state_id
)
11501 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
11502 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
11503 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11504 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11505 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11506 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11507 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11510 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
11511 const struct wined3d_state
*state
, DWORD state_id
)
11513 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
11516 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
11517 const struct wined3d_state
*state
, DWORD state_id
)
11519 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11522 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
11524 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11527 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
11528 | WINED3D_SHADER_CONST_FFP_LIGHTS
11529 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11531 if (needs_legacy_glsl_syntax(gl_info
))
11533 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
11535 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
11536 clipplane(context
, state
, STATE_CLIPPLANE(k
));
11541 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11545 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
11546 const struct wined3d_state
*state
, DWORD state_id
)
11548 /* Table fog behavior depends on the projection matrix. */
11549 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
11550 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
11551 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11552 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
11555 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
11556 const struct wined3d_state
*state
, DWORD state_id
)
11558 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
11559 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
11560 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
11561 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
11562 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11563 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
11566 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
11567 const struct wined3d_state
*state
, DWORD state_id
)
11569 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11572 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
11573 const struct wined3d_state
*state
, DWORD state_id
)
11575 DWORD sampler
= state_id
- STATE_SAMPLER(0);
11576 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
11582 if (sampler
>= MAX_TEXTURES
)
11585 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
11586 || context
->lastWasPow2Texture
& (1u << sampler
))
11589 context
->lastWasPow2Texture
|= 1u << sampler
;
11591 context
->lastWasPow2Texture
&= ~(1u << sampler
);
11593 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11597 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
11598 const struct wined3d_state
*state
, DWORD state_id
)
11600 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
11603 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
11604 const struct wined3d_state
*state
, DWORD state_id
)
11606 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
11609 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
11610 const struct wined3d_state
*state
, DWORD state_id
)
11612 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11615 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
11616 const struct wined3d_state
*state
, DWORD state_id
)
11618 if (!use_vs(state
))
11619 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11622 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
11623 const struct wined3d_state
*state
, DWORD state_id
)
11625 static unsigned int once
;
11627 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
11628 FIXME("Non-point sprite points not supported in core profile.\n");
11631 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
11632 const struct wined3d_state
*state
, DWORD state_id
)
11634 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11637 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
11638 const struct wined3d_state
*state
, DWORD state_id
)
11640 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11641 UINT index
= state_id
- STATE_CLIPPLANE(0);
11643 if (index
>= gl_info
->limits
.user_clip_distances
)
11646 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11649 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
11651 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
11652 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
11653 {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), glsl_vertex_pipe_hs
}, WINED3D_GL_EXT_NONE
},
11654 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
11655 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
11656 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11657 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
11659 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11660 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
11661 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11662 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
11663 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11664 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
11665 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11666 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
11667 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11668 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
11669 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11670 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
11671 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11672 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
11673 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11674 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
11676 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11677 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11678 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11679 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11680 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11681 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11682 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11683 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11684 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11686 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
11687 /* Transform states */
11688 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
11689 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
11690 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11691 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11692 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11693 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11694 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11695 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11696 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11697 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11698 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
11699 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11700 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11701 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11702 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11703 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11704 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11705 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11706 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11707 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11708 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11709 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11710 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11711 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11712 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11713 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11714 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11715 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11716 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11717 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11719 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11720 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11721 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11722 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11723 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
11724 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
11725 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11726 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11727 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11728 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11729 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11730 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11731 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11732 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11733 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11734 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11735 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11736 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
11737 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
11738 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
11739 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
11740 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
11741 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11742 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11743 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11744 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11745 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11746 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11747 /* NP2 texture matrix fixups. They are not needed if
11748 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
11749 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
11751 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11752 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11753 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11754 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11755 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11756 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11757 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11758 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11759 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11760 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11761 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11762 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11763 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11764 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11765 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11766 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11767 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11768 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11769 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11770 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11771 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11772 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11773 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11774 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11775 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11776 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GLSL_130
},
11777 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_EXT_NONE
},
11778 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
11782 * - Implement vertex tweening. */
11783 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
11785 glsl_vertex_pipe_vp_enable
,
11786 glsl_vertex_pipe_vp_get_caps
,
11787 glsl_vertex_pipe_vp_get_emul_mask
,
11788 glsl_vertex_pipe_vp_alloc
,
11789 glsl_vertex_pipe_vp_free
,
11790 glsl_vertex_pipe_vp_states
,
11793 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
11795 /* Nothing to do. */
11798 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
11800 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
11801 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
11802 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
11803 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
11804 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
11805 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
11806 | WINED3DTEXOPCAPS_SELECTARG1
11807 | WINED3DTEXOPCAPS_SELECTARG2
11808 | WINED3DTEXOPCAPS_MODULATE4X
11809 | WINED3DTEXOPCAPS_MODULATE2X
11810 | WINED3DTEXOPCAPS_MODULATE
11811 | WINED3DTEXOPCAPS_ADDSIGNED2X
11812 | WINED3DTEXOPCAPS_ADDSIGNED
11813 | WINED3DTEXOPCAPS_ADD
11814 | WINED3DTEXOPCAPS_SUBTRACT
11815 | WINED3DTEXOPCAPS_ADDSMOOTH
11816 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
11817 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
11818 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
11819 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
11820 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
11821 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
11822 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
11823 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
11824 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
11825 | WINED3DTEXOPCAPS_DOTPRODUCT3
11826 | WINED3DTEXOPCAPS_MULTIPLYADD
11827 | WINED3DTEXOPCAPS_LERP
11828 | WINED3DTEXOPCAPS_BUMPENVMAP
11829 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
11830 caps
->MaxTextureBlendStages
= MAX_TEXTURES
;
11831 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], MAX_TEXTURES
);
11834 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
11836 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
11837 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11841 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11843 struct shader_glsl_priv
*priv
;
11845 if (shader_backend
== &glsl_shader_backend
)
11847 priv
= shader_priv
;
11848 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
11852 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
11857 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
11859 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11860 struct glsl_ffp_fragment_shader
, entry
.entry
);
11861 struct glsl_shader_prog_link
*program
, *program2
;
11862 struct glsl_ffp_destroy_ctx
*ctx
= context
;
11864 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11865 struct glsl_shader_prog_link
, ps
.shader_entry
)
11867 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
11869 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
11873 /* Context activation is done by the caller. */
11874 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
11876 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
11877 struct glsl_ffp_destroy_ctx ctx
;
11880 ctx
.gl_info
= &device
->adapter
->gl_info
;
11881 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
11884 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
11885 const struct wined3d_state
*state
, DWORD state_id
)
11887 context
->last_was_pshader
= use_ps(state
);
11889 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11892 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
11893 const struct wined3d_state
*state
, DWORD state_id
)
11895 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
11898 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
11899 const struct wined3d_state
*state
, DWORD state_id
)
11901 BOOL use_vshader
= use_vs(state
);
11902 enum fogsource new_source
;
11903 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
11904 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
11906 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11908 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
11911 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
11914 new_source
= FOGSOURCE_VS
;
11915 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
11916 new_source
= FOGSOURCE_COORD
;
11918 new_source
= FOGSOURCE_FFP
;
11922 new_source
= FOGSOURCE_FFP
;
11925 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
11927 context
->fog_source
= new_source
;
11928 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
11932 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
11933 const struct wined3d_state
*state
, DWORD state_id
)
11935 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
11936 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
11937 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11939 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
11940 glsl_fragment_pipe_fog(context
, state
, state_id
);
11943 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
11944 const struct wined3d_state
*state
, DWORD state_id
)
11946 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
11947 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
11948 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11951 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
11952 const struct wined3d_state
*state
, DWORD state_id
)
11954 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11957 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
11958 const struct wined3d_state
*state
, DWORD state_id
)
11960 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
11963 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
11964 const struct wined3d_state
*state
, DWORD state_id
)
11966 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11967 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
11968 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
11972 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
11973 checkGLcall("glAlphaFunc");
11977 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
11978 const struct wined3d_state
*state
, DWORD state_id
)
11980 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11983 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
11984 const struct wined3d_state
*state
, DWORD state_id
)
11986 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11988 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
11990 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
11991 checkGLcall("glEnable(GL_ALPHA_TEST)");
11995 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
11996 checkGLcall("glDisable(GL_ALPHA_TEST)");
12000 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
12001 const struct wined3d_state
*state
, DWORD state_id
)
12003 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
12006 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
12007 const struct wined3d_state
*state
, DWORD state_id
)
12009 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
12012 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
12013 const struct wined3d_state
*state
, DWORD state_id
)
12015 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12018 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
12020 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
12021 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
12022 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12023 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12024 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12025 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12026 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12027 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12028 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12029 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12030 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12031 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12032 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12033 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12034 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12035 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12036 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12037 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12038 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12039 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12040 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12041 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12042 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12043 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12044 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12045 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12046 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12047 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12048 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12049 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12050 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12051 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12052 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12053 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12054 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12055 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12056 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12057 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12058 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12059 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12060 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12061 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12062 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12063 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12064 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12065 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12066 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12067 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12068 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12069 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12070 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12071 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12072 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12073 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12074 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12075 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12076 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12077 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12078 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12079 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12080 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12081 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12082 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12083 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12084 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12085 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12086 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12087 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12088 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12089 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12090 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12091 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12092 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12093 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12094 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12095 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12096 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
12097 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12098 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
12099 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
12100 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
12101 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
12102 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12103 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
12104 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
12105 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12106 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12107 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12108 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
12109 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
12110 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12111 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12112 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12113 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
12114 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
12115 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
12116 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
12117 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
12118 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
12119 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
12120 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
12121 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
12122 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
12123 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12124 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12125 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12126 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12127 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12128 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12129 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12130 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12131 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12132 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12133 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GLSL_130
},
12134 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
12135 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
12138 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
12143 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
12147 const struct fragment_pipeline glsl_fragment_pipe
=
12149 glsl_fragment_pipe_enable
,
12150 glsl_fragment_pipe_get_caps
,
12151 glsl_fragment_pipe_get_emul_mask
,
12152 glsl_fragment_pipe_alloc
,
12153 glsl_fragment_pipe_free
,
12154 glsl_fragment_pipe_alloc_context_data
,
12155 glsl_fragment_pipe_free_context_data
,
12156 shader_glsl_color_fixup_supported
,
12157 glsl_fragment_pipe_state_template
,